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