mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-10-10 08:23:49 +00:00
68456e8bf1
still not sure what's going on with last door in vent room. not really time to care
146 lines
3.8 KiB
Plaintext
146 lines
3.8 KiB
Plaintext
TODO Before release:
|
|
====================
|
|
|
|
|
|
l2/l4 -- have aliens shoot
|
|
|
|
L2 -- disable door/powerline by shooting wall
|
|
|
|
l2 -- move doors to final behavior (break room one needs to
|
|
be locked)
|
|
|
|
|
|
MISSING SPRITES:
|
|
================
|
|
+ physicist run+jumping
|
|
+ physicist swimming
|
|
+ beast tripping
|
|
+ alien running
|
|
+ friend running
|
|
+ alien punching animation
|
|
|
|
|
|
BEHAVIOR DIFFERENCES:
|
|
=====================
|
|
|
|
+ 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.
|
|
|
|
* 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
|
|
|
|
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
|
|
+ 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
|
|
|
|
FUTURE WORK:
|
|
============
|
|
|
|
* 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
|
|
|