ootw: update TODO

This commit is contained in:
Vince Weaver 2019-08-19 10:46:51 -04:00
parent 84d470c71b
commit cd0cad8fa1

188
ootw/TODO
View File

@ -1,4 +1,5 @@
Before release:
TODO Before release:
====================
general -- fix laser collision detection.
add detection of shields
@ -13,6 +14,10 @@ Before release:
L1 -- fix beast ending
L1 -- have beast collapse
L1 -- fix slugs
+ slugs on ceiling drop
+ adjust slug attack range
+ spawn new slugs in 2nd room
+ be sure can jump over slugs
L2 -- add doors
L2 -- disable door/powerline by shooting wall
@ -20,64 +25,111 @@ Before release:
L2 -- add minimal friend AI
L2 -- add way to leave L2 to L3
-- on cart screen, cart is still there at edge of screen?
+ Implement end scene
L5 -- add ending scenes?
Show some pictures
Do ending
Play music?
intro -- add music?
BEHAVIOR DIFFERENCES:
=====================
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
+ 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
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
* 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
door behavior:
+ blasted doors, the remains appear partly in front
* 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
+ 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 should happen while on rope
- sometimes falling rocks can follow you to next screen
- beast can/should trip and fall if it gets close in the pool
room while running?
+ Level/Checkpoint 1
+ L2
- gun movement: gun is held by head when running
- separate left facing vs right facing sprites
- Level end: you should fall/scroll halfway down the shaft, then roll
a bit before falling into L3
* 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 close in the pool
room while running?
+ 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)
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 (?)
TODO:
General:
* Movement:
+ running: Missing one running frame (?)
FUTURE WORK:
============
* sprites_to_draw:
+ physicist run+jumping
+ physicist swimming
@ -86,67 +138,11 @@ General:
+ friend walking
+ friend running
* underwater:
+ ripples in water
* pool:
+ background of beast moving off
* L1 pool
+ 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:
+ 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:
+ Actual game shakes the camera when you hit the ground after falling
Level/Checkpoint #4:
+ Implement guard (shooting, taunting)
+ Disable keyboard while in the recharger
Level/Checkpoint #5:
+ Allow falling into first pit
Pictures/Ending
+ Show some pictures
+ Do ending
+ Play music?