TODO Before release: ==================== l2 -- alien behavior room5: alien appears to left of door. Works on panel to unlock it, comes in and bothers friend after we call down. also I think if you wait long enough more aliens appear if you try to go left. when calculating room calcs, take Y position into account L2 -- disable door/powerline by shooting wall L2 -- add aliens L2 -- add minimal friend AI -- on cart screen, cart is still there at edge of screen? L5 -- add ending scenes? Show some pictures Do ending Play music? intro -- add music? MISSING SPRITES: ================ + physicist run+jumping + physicist swimming + beast tripping + alien running + friend running + alien punching animation BEHAVIOR DIFFERENCES: ===================== + General differences * physicist behavior: - should be separate sprites for left/right (not one flipped sprite) - actual game has much more variety of movement positions - if have gun, should be visible when running. Hard to do this in a way that looks right * alien guard behavior: - will punch you if you get too close - l4, if you draw gun (but not fire) guard won't shoot you, but instead will yell at you a bit * gun behavior: - doors/walls should explode outward away from blast *unless* there is another door/wall behind it - laser should show sparks when hits shields/walls - shield cannot be placed if room/floor wrong - shield collapse animation if blown up with blast * door behavior: - blasted doors, the remains appear partly in front + Level/Checkpoint 1 * underwater: - underwater in game there is a subtle water-motion effect - bubble motion is fancier in real thing * by the pool: - get out of water, you face forward unless key pressed (we don't have a forward sprite as it looks weird) - arrival, the beast movement seems to depend on your xpos? - small things like birds flying are not implemented * caverns: - beast on hill and 2nd screen -- complex, only appears if you happen to leave same time beast does? then movement depends on xposition? - sometimes falling rocks can follow you to next screen * rope: - earthquake should happen while on rope * beast: - beast can/should trip and fall if it gets too close but then you pull away - beast should climb hill in rope room better - beast has shadow when standing * slugs: - slugs possibly can fall due to earthquake? - they should explode away from kick currently always explode right + Level/Checkpoint 2 * cage room: - in game, after some time the guard calms down * jail: - in actual game, foreground animations can continue to next screen? - flashes on wall from gunfire in neighboring room * level end: - you should fall/scroll halfway down the shaft, then roll a bit before falling into L3 * Elevator: - should be able to change elevator direction mid-floor - Elevator should shoot sparks every 20 frames or so * View: - does music play when looking at city? Not original Amiga version + Level/Checkpoint #3: * Actual game shakes the camera when you hit the ground after falling + Level/Checkpoint #4: * Implement guard (shooting, taunting) + Level/Checkpoint #5 * Allow falling into first pit KNOWN BUGS: =========== + ootw: pool monster grabs you a edge of pool (glitch) + intro: there's still a bit of a pause when the elevator door finishes opening + running: Missing one running frame (?) FUTURE WORK: ============ * L1 pool + adjust tentacle to not go off edge of screen + adjust x position of tentacle grab