dos33fsprogs/games/ootw/TODO

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TODO Before release:
====================
?
KNOWN BUGS:
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+ Kicking slugs will kill slugs behind you too, need to check DIRECTION
+ Ledge in L4 it's possible to end up standing off edge of cliff
+ 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
MISSING SPRITES:
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+ physicist swimming
+ beast tripping
+ alien running
+ friend running
+ alien punching animation
BEHAVIOR DIFFERENCES:
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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
* alien guard behavior:
- will punch you if you get too close
- become alert if they hear an explosion
- 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
* 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
+ Level/Checkpoint 1
* 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
* slugs:
- slugs possibly can fall due to earthquake?
- they should explode away from kick
currently always explode right
+ 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)
+ Level/Checkpoint #5
* Allow falling into first pit
+ Level/Checkpoint #15
* Bath: shooting guard isn't quite so regular, every other shot is
a double one?
* Bath: one guard repeatedly re-arrives but that seems to be a bug
in the original
* Bath: guards shooting eventually wear away the column
* shots: wall damage not remembered if you return?
* falling/grab: the falling after being kicked off the edge
is actually slightly different than the fall/grab animation
(both background and the animation). We reuse stuff to
save space
FUTURE WORK:
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* Intro
+ add Mockingboard music
* L1 pool
+ adjust tentacle to not go off edge of screen
+ adjust x position of tentacle grab
* l2 vent room
+ Make guard appear