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143 lines
3.6 KiB
Plaintext
143 lines
3.6 KiB
Plaintext
TODO Before release:
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====================
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l2 -- alien behavior
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room5: alien appears to left of door. Works on panel to
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unlock it, comes in and bothers friend after
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we call down.
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also I think if you wait long enough more aliens
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appear if you try to go left.
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when calculating room calcs, take Y position into account
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L2 -- disable door/powerline by shooting wall
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L2 -- add aliens
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L2 -- add minimal friend AI
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-- on cart screen, cart is still there at edge of screen?
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L5 -- add ending scenes?
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Show some pictures
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Do ending
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Play music?
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intro -- add music?
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MISSING SPRITES:
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================
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+ physicist run+jumping
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+ physicist swimming
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+ beast tripping
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+ alien running
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+ friend running
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+ alien punching animation
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BEHAVIOR DIFFERENCES:
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=====================
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+ General differences
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* physicist behavior:
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- should be separate sprites for left/right
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(not one flipped sprite)
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- actual game has much more variety of movement positions
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- if have gun, should be visible when running. Hard to do
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this in a way that looks right
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* alien guard behavior:
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- will punch you if you get too close
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- l4, if you draw gun (but not fire) guard won't shoot you,
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but instead will yell at you a bit
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* gun behavior:
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- doors/walls should explode outward away from blast
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*unless* there is another door/wall behind it
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- laser should show sparks when hits shields/walls
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- shield cannot be placed if room/floor wrong
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- shield collapse animation if blown up with blast
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* door behavior:
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- blasted doors, the remains appear partly in front
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+ Level/Checkpoint 1
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* underwater:
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- underwater in game there is a subtle water-motion effect
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- bubble motion is fancier in real thing
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* by the pool:
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- get out of water, you face forward unless key pressed
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(we don't have a forward sprite as it looks weird)
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- arrival, the beast movement seems to depend on your xpos?
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- small things like birds flying are not implemented
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* caverns:
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- beast on hill and 2nd screen -- complex, only appears if
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you happen to leave same time beast does? then movement
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depends on xposition?
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- sometimes falling rocks can follow you to next screen
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* rope:
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- earthquake should happen while on rope
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* beast:
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- beast can/should trip and fall if it gets too close but
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then you pull away
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- beast should climb hill in rope room better
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- beast has shadow when standing
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* slugs:
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- slugs possibly can fall due to earthquake?
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- they should explode away from kick
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currently always explode right
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+ Level/Checkpoint 2
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* cage room:
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- in game, after some time the guard calms down
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* jail:
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- in actual game, foreground animations can continue
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to next screen?
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- flashes on wall from gunfire in neighboring room
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* level end:
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- you should fall/scroll halfway down the shaft, then roll
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a bit before falling into L3
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* Elevator:
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- should be able to change elevator direction mid-floor
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- Elevator should shoot sparks every 20 frames or so
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* View:
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- does music play when looking at city?
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Not original Amiga version
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+ Level/Checkpoint #3:
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* Actual game shakes the camera when you hit the ground after falling
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+ Level/Checkpoint #4:
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* Implement guard (shooting, taunting)
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+ Level/Checkpoint #5
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* Allow falling into first pit
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KNOWN BUGS:
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===========
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+ ootw: pool monster grabs you a edge of pool (glitch)
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+ intro: there's still a bit of a pause when the elevator door finishes opening
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+ running: Missing one running frame (?)
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FUTURE WORK:
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============
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* L1 pool
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+ adjust tentacle to not go off edge of screen
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+ adjust x position of tentacle grab
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