dos33fsprogs/ootw/TODO

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TODO Before release:
====================
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l2/l4 -- have aliens shoot
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L2 -- disable door/powerline by shooting wall
l2 -- move doors to final behavior (break room one needs to
be locked)
l2 -- re-activate opening cutscene
l2 -- shield up in alien hallway
shooting through shield is broken
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MISSING SPRITES:
================
+ physicist run+jumping
+ physicist swimming
+ beast tripping
+ alien running
+ friend running
+ alien punching animation
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BEHAVIOR DIFFERENCES:
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=====================
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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
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* alien guard behavior:
- will punch you if you get too close
- become alert if they hear an explosion
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- l4, if you draw gun (but not fire) guard won't shoot you,
but instead will yell at you a bit
- l2 first battle has very elaborate behavior with an
ofscreen battle and your friend running back,
and eventually more waves of aliens will come
after you
- l2/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.
- should be able to crouch/shoot
- should be able to blast/shield
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* 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
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* door behavior:
- blasted doors, the remains appear partly in front
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+ Level/Checkpoint 1
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* 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
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* slugs:
- slugs possibly can fall due to earthquake?
- they should explode away from kick
currently always explode right
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+ Level/Checkpoint 2
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* cage room:
- in game, after some time the guard calms down
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* jail:
- in actual game, foreground animations can continue
to next screen?
- flashes on wall from gunfire in neighboring room
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* level end:
- you should fall/scroll halfway down the shaft, then roll
a bit before falling into L3
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* Elevator:
- should be able to change elevator direction mid-floor
- Elevator should shoot sparks every 20 frames or so
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* View:
- does music play when looking at city?
Not original Amiga version
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+ Level/Checkpoint #3:
* Actual game shakes the camera when you hit the ground after falling
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+ Level/Checkpoint #4:
* Implement guard (shooting, taunting)
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+ Level/Checkpoint #5
* Allow falling into first pit
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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 (?)
+ L2 vent -- we fall behind the vent
No easy way to fix that unless we split if off from
the friend drawing code, or change the Z order of the friend
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FUTURE WORK:
============
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* Intro
+ add Mockingboard music
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* L1 pool
+ adjust tentacle to not go off edge of screen
+ adjust x position of tentacle grab
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* l2 vent room
+ Make guard appear