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c298d7c6ae
can't open it yet though
129 lines
3.1 KiB
Plaintext
129 lines
3.1 KiB
Plaintext
For release 1.0
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+ LOADER
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-- save game
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-- joystick support
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+ MIST
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-- open door to clock puzzle?
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-- only allow entering ship if it's up
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-- another stop on path to spaceship. Out of room though :(
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-- MIST_ROCKET_PATH_PAD probably missing ship-raised background
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+ OCTAGON
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-- load "red page" sound into LC and play it?
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+ SELENA
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-- load 1s clip of sounds (4k each) into language card?
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+ STONEY
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-- Lights out
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+ currently if you turn around from open airlock
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they aren't blacked out
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-- allow coming at steps from an angle
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-- if space allows, lighten floor of compass rose when
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right button pressed
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-- hook up key/trunk puzzle
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-- outside looking in can see trunk if up
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(either add support or remove graphic)
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-- if click on steps when looking N, move to look at steps
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-- stop holding key if leave the two rooms where matters
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[actual game it drops to floor of basement?]
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-- rotate plug when open/closed
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+ CHANNEL
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-- from path can still see down elev1 even if up
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-- rotate windmill if enabled?
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+ ARBOR
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-- rotate windmill if enabled?
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+ NIBEL
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-- turn on sprite crop in the viewer part
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[harder to do this than you might think]
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+ MECHE
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-- animations for elevator
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-- way to click on end puzzle from other angle
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-- way to turn around in basement
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+ SUB
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-- can walk around outside of sub
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Done:
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+ CABIN
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+ DENTIST
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+ DNI
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+ MIST_TITLE
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+ SHIP
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+ VIEWER
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================================
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TODO Maybe future:
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MIST:
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+ some sort of switch animation on circuit breakers?
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+ look at catherine's letter from other side of path
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+ Make clock puzzle more similar to actual game
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OCTAGON:
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+ in tower could have extra window open/closed far backgrounds
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+ turning when looking at hint loses the text mode
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+ line drawing on map isn't optimal
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+ should hints be black on white text?
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General:
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+ Insert floppy #100 joke?
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+ double link noise (once when leave, once when get there?)
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+ can drop pages back where we picked them up
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not too hard to implement?
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MECHE age:
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+ can poke around more stuff in their rooms
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+ reduce size by using flipped-background attribute(?)
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SELENA age:
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+ optional mockingboard sound for keyboard?
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+ sound
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5 sound effects (not digital samples)
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maybe not bother with aiming antennas, but sum button plays
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if switch been pushed
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filler sounds for others?
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+ That whole rediculous underground sub sequence
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+ light switch in tunnel
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+ antenna compartment should open/close when you click on it
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+ better colors
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Channelwood:
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+ Windmill animation
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+ Switch flip animation
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+ Open faucet animation
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+ Animation for bridge rising
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+ Animation for pipe extending
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+ Animation for book elevator
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+ Animation for level1 elevator
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+ Animation for level2 elevator
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+ Background sound effects
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Stoneship age:
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+ Implement floating chest puzzle
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+ Implement compass rose light puzzle
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+ Implement raising/lowering water
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+ Implement telescope
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+ Hook up tunnels into compass room properly
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+ Spheres in red room play animations
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Ending:
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+ Atrus at end -- hires?
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VIEWER
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+ ?
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CABIN
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+ Make match go out gradually when leave
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+ Make boiler puzzle a bit closer to actual (it has a warm up
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time in the real game)
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+ Allow looking down from whole ride up the tree, not just at top
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