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TODO
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TODO
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General
--------
- Use tilemap maps instead.
-> use 32x32 pixels or something and draw each
as that size in the game.
- New Game must initialize everything correctly (now player is not hurt)
- Remove minimap?
- Position life correctly
- Scale of everything should be affected by fullscreen/resolution
-> Right now everything is scaled differently in fullscreen.
-> Shouldn't take ViewMax into account, should be based on screen W/H.
- lasers (lights with straight angle)
- Lights are not finding correct path, just checks bounds. Should check pixelwise if possible.
- Map FG chunks draws strange?
- Add joystick support
- Fix keybindings in options menu
- Fix vSync in options menu
- Configuration support
- Add functionality to menu
- Set options for everything.
-> Enter => change value
-> Update text for the item
- Handle respawn when dead.
- Reset of player
- Shader for minimap
-> Own canvas for map-shader.
-> Middle of the frame canvas.
-> Set map correct position compared to player.
-> Add enemies to minimap?
- Key to zoom in minimap instantly.
- Elevators
-> Object
-> Moving certain path
- Use shader for shadows instead of calculation of fg?
- Doors should be connected pairs.
-> Not random location when entering.
- Update AI with less FPS when not inside QT bounds.
-> To make enemies keep moving.
- Lights should origin from light and not one point for lamps
- Update minimap/ui not that frequent.
- UI
-> Deaths/lives
-> Icons?
- Items
- Plants/pots
- Power ups
- Helmet
-> May be attachable
-> Events
-> Explode -> Drop item
- Performance issues?
-> AI loads high?
-> Enemy physics?
-> triangle count?
- AI
- Throw weapon towards player if empty ammo.
-> swap if finding new weapon with ammo.
- Follow player
- Walk speed/run speed
- "think-bubbles"
- Spotted
- Pickup weapons if seen
-> Distance to < X pickup()
- AI Can pick up objecst and throw towards player
- If ducking with object, hide from AI.
- Own animations + sprites
- Different ammo-bars depending on weapon-type
- sound effects
- Rename wPixelsPerChunk (wPixelsPerChunkSide)
- Right left wall functions in phys is
strangly named (opposite?)
PRIO2
-----------------
- Explode of mobs
-> Leave bloody parts (flood fill)
-> "Hit" objects and destroy them partially + floodfill
- error checking