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8916a0bd30
was playing actual Myst and noticed it's helpful to be able to look up to figure out elevator also fixed crashing bug if you try to turn around at controls
117 lines
2.6 KiB
Plaintext
117 lines
2.6 KiB
Plaintext
For release 1.0
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+ LOADER
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-- save game
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-- joystick support
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+ MIST
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-- open door to clock puzzle?
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-- only allow entering ship if it's up
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-- another stop on path to spaceship. Out of room though :(
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-- MIST_ROCKET_PATH_PAD probably missing ship-raised background
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+ OCTAGON
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-- load "red page" sound into LC and play it?
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+ SELENA
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-- load 1s clip of sounds (4k each) into language card?
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+ STONEY
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-- allow coming at steps from an angle
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+ CHANNEL
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-- from path can still see down elev1 even if up
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-- rotate windmill if enabled?
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+ ARBOR
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-- rotate windmill if enabled?
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+ NIBEL
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-- turn on sprite crop in the viewer part
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[harder to do this than you might think]
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+ MECHE
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-- animations for elevator
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-- way to turn around in basement
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-- ability to look up at top of elevator
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-- look around in the secret rooms
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-- note from achenar
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+ SUB
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-- can walk around outside of sub
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Done:
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+ CABIN
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+ DENTIST
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+ DNI
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+ MIST_TITLE
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+ SHIP
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+ VIEWER
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================================
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TODO Maybe future:
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MIST:
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+ some sort of switch animation on circuit breakers?
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+ look at catherine's letter from other side of path
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+ Make clock puzzle more similar to actual game
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OCTAGON:
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+ in tower could have extra window open/closed far backgrounds
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+ turning when looking at hint loses the text mode
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+ line drawing on map isn't optimal
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+ should hints be black on white text?
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General:
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+ Insert floppy #100 joke?
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+ double link noise (once when leave, once when get there?)
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+ can drop pages back where we picked them up
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not too hard to implement?
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MECHE age:
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+ can poke around more stuff in their rooms
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+ reduce size by using flipped-background attribute(?)
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SELENA age:
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+ optional mockingboard sound for keyboard?
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+ sound
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5 sound effects (not digital samples)
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maybe not bother with aiming antennas, but sum button plays
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if switch been pushed
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filler sounds for others?
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+ That whole rediculous underground sub sequence
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+ light switch in tunnel
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+ antenna compartment should open/close when you click on it
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+ better colors
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Channelwood:
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+ Windmill animation
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+ Switch flip animation
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+ Open faucet animation
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+ Animation for bridge rising
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+ Animation for pipe extending
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+ Animation for book elevator
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+ Animation for level1 elevator
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+ Animation for level2 elevator
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+ Background sound effects
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Stoneship age:
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+ When standing at door to lighthouse should be able
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to see trunk is up
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+ Spheres in red room should play animations
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Ending:
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+ Atrus at end -- hires?
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VIEWER
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+ ?
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CABIN
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+ Make match go out gradually when leave
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+ Make boiler puzzle a bit closer to actual (it has a warm up
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time in the real game)
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+ Allow looking down from whole ride up the tree, not just at top
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