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author | rexim <reximkut@gmail.com> | 2024-03-20 07:07:04 +0700 |
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committer | rexim <reximkut@gmail.com> | 2024-03-20 07:07:04 +0700 |
commit | 29e18f88ffcf7dd487a7fc8c0b136ec49c14255f (patch) | |
tree | 74e41baca98a5901c23ee2d60239fbfdda59111e | |
parent | d062984dd3bccfec9bd2ea1c562b86c86bca94de (diff) |
Update TODOs
-rw-r--r-- | game.adb | 7 |
1 files changed, 6 insertions, 1 deletions
@@ -1354,6 +1354,11 @@ begin Close_Window; end; +-- TODO: End Game as a Huge White Eeper +-- TODO: Closed eyes should always point down +-- TODO: Animate transition between the eye states +-- TODO: Checkpoints must refill the bombs +-- TODO: Special Eeper Eyes on Damage -- TODO: Visual Clue that the Boss is about to kill the Player when Completely outside of the Screen -- TODO: Smarter Path Finding -- - Recompute Path Map on each boss move. Not the Player turn. Because each Boss position change may affect the Path Map @@ -1382,13 +1387,13 @@ end; -- TODO: Player Death animation @polish -- TODO: Boss Death animation @polish -- TODO: Cool effects when you pick up items and checkpoints @polish +-- TODO: Camera shaking when big bosses (Shrek and Urmom) make moves -- TODO: Initial position of the camera in map.png -- TODO: Indicate how many bomb slots we have in HUD -- TODO: Windows Build -- https://www.adacore.com/download/more -- TODO: Menu -- TODO: Allow moving with arrows too --- TODO: Camera shaking when big bosses (Shrek and Urmom) make moves -- TODO: Primed bombs should be barriers -- Be careful with the order of Path Finding Map Recomputation -- and the Player Bomb Placement. Map must be recomputed only after |