dos33fsprogs/ootw/TODO
2019-08-20 14:20:24 -04:00

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TODO Before release:
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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:
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+ physicist run+jumping
+ physicist swimming
+ beast tripping
+ alien running
+ friend running
+ alien punching animation
BEHAVIOR DIFFERENCES:
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+ 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