dos33fsprogs/ootw/TODO
2019-08-08 22:48:12 -04:00

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BEHAVIOR DIFFERENCES:
+ L1
- underwater there is a water-motion effect
- bubble motion is fancier in real thing
- 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
- beast on hill and 2nd screen -- complex, only appears if
you happen to leave same time beast does? then movement
depends on xposition?
- earthquake can happen while on rope?
- sometimes falling rocks can follow you to next screen
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
TODO:
General:
* Movement:
+ running: Missing one running frame (?)
+ ability to run+jump
+ ability to kick while crouching
+ ability to shoot
+ running then crouch, you slide a bit
* sprites_to_draw:
+ physicist crouch-kicking
+ physicist run+jumping
+ physicist swimming
+ physicist getting out of pool
+ beast tripping
+ physicist holding gun
+ physicist shot
+ alien shot
+ alien running
+ friend walking
+ friend running
* underwater:
+ ripples in water
* pool:
+ background of beast moving off
+ adjust tentacle to not go off edge of screen
+ adjust x position of tentacle grab
* cavern:
+ slugs on ceiling drop
+ background of beast moving off ?
+ adjust slug attack range
* beast:
+ hook up beast ending cutscene
+ compress/transparency beast ending cutscene
+ add beast tripping
* rope_room:
+ re-enable earthquake while swinging
+ speed up background if possible
Level/Checkpoint #2:
* general
+ If aliens catch you, they punch you
+ Shields disappear if you leave the room
+ Alien AI
+ Gun sprites/action
+ Implement door
+ Implement end scene
+ Shoot the wire in the basement
* cage room:
+ in game, after some time the guard calms down
* Jail:
+ Doors that open/blast?
+ flashes from gunfire in neighboring room
+ Implement enemies
+ death animation
+ in actual game foreground enemies can continue to next screen
* Elevator:
+ Elevator can change direction mid-floor
+ Elevator should shoot sparks every 20 frames or so
* View:
+ music play when viewing city?
Level/Checkpoint #3:
+ smoke
+ Poisoning
+ Falling
+ Only show a window around us rolling
+ End of level
+ Fix animation speed of rolling
Level/Checkpoint #4:
+ Falling as enter level
+ Implement gun recharger
+ Implement doors
+ Implement guard
+ Add friend/shooting foreground action
+ Allow falling into pit/spike
+ Allow jumping to platform
+ Allow exiting level
Level/Checkpoint #5:
+ Falling as enter level
+ Add rock sprites (so can walk behind them)
+ Allow falling into first pit
+ Detect X and adjust Y so we stay on ground surface