Before release: general -- fix laser collision detection. add detection of shields add detection of friend properly handle when multiple collision objects on screen at once door explosions should be cropped after teleport, re-run room boundary calcs when calculating room calcs, take Y position into account L1 -- fix run/jumping L1 -- fix beast ending L1 -- fix slugs L2 -- add doors L2 -- disable door/powerline by shooting wall L2 -- add aliens L2 -- add minimal friend AI L2 -- add way to leave L2 to L3 -- on cart screen, cart is still there at edge of screen? L5 -- add ending scenes? 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 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 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 - Level end: you should fall/scroll halfway down the shaft, then roll a bit before falling into L3 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 + running then crouch, you slide a bit * sprites_to_draw: + physicist run+jumping + physicist swimming + beast tripping + 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: + 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?