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