BEHAVIOR DIFFERENCES: + 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 can happen while on rope? - sometimes falling rocks can follow you to next screen + L2 - gun movement: gun is held by head when running - separate left facing vs right facing sprites 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 TODO: General: * Movement: + running: Missing one running frame (?) + ability to run+jump + ability to kick while crouching + ability to shoot while crouching + running then crouch, you slide a bit * sprites_to_draw: + physicist crouch-kicking + physicist crouch-shooting + physicist run+jumping + physicist swimming + beast tripping + physicist shot + alien running + friend walking + friend running * underwater: + ripples in water * pool: + background of beast moving off + 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: + Doors that open/blast? + 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 doors + Implement guard (shooting, taunting) Level/Checkpoint #5: + Falling as enter level + Allow falling into first pit Pictures/Ending + Show some pictures + Do ending + Play music?