summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorrexim <reximkut@gmail.com>2024-03-22 09:27:48 +0700
committerrexim <reximkut@gmail.com>2024-03-22 09:27:48 +0700
commit41891a5c16c7c95c7ea31da2a4fdfd9ac43f0967 (patch)
treec460dbfb8837636f19b209163c631266a81442b6
parenta6b904fa6368030e8af9f9faa747bd40bf71819c (diff)
Update TODOs
-rwxr-xr-xbuild.sh2
-rw-r--r--game.adb44
2 files changed, 10 insertions, 36 deletions
diff --git a/build.sh b/build.sh
index d2889b7..0c5b6ba 100755
--- a/build.sh
+++ b/build.sh
@@ -3,7 +3,7 @@
set -xe
gnatmake -O3 -f -Wall -Wextra -gnat2022 game.adb -largs -L./raylib/raylib-5.0_linux_amd64/lib/ -l:libraylib.a -lm
-#./game
+./game
# gnatmake -gnat2022 test.adb -largs -L./raylib/raylib-5.0_linux_amd64/lib/ -l:libraylib.a -lm
# ./test
diff --git a/game.adb b/game.adb
index 4fc936e..b4dd785 100644
--- a/game.adb
+++ b/game.adb
@@ -1399,8 +1399,6 @@ end;
-- - Gnomes are just being deterministic
-- - Mother and Guard always pick the longest path
-- TODO: Mother should require several attacks before being "split"
--- TODO: Disallow placing bomb on the same position more than once
--- Especially important if we gonna allow placing bombs at the position of the Player
-- TODO: Do not stack up damage for Eepers per the tiles of their body.
-- TODO: Second boss room is boring
-- TODO: Eyes of Father changing as the Player gets closer:
@@ -1410,21 +1408,18 @@ end;
-- TODO: Eye Angle Speed
-- For smoother transitions. Especially from Open to Closed if we decide
-- that the Closed eyes should always point down
--- TODO: Surprised Eeper face you run into it by yourself (something like this o_O)
-- TODO: Set working directory to where the exe is
-- So it will search the resources there.
-- TODO: Eyes for the Player.
-- The denote last direction of the step.
--- TODO: Eeper should attack on zero just like a bomb.
+-- TODO: Enemies should attack on zero just like a bomb.
-- TODO: Desaturate the colors
-- TODO: Properly disablable DEV features
--- TODO: Default 16:9 resolution
-- TODO: Fullscreen mode
-- TODO: Compile MinGW build with Windows Subsystem (so it does not show cmd window)
-- TODO: Don't reset cooldown timer for eepers (might be duplicate)
-- Maybe just pause
-- TODO: Try MSAA (if too slow, don't)
--- TODO: Bake assets into executable
-- TODO: Rename executable to "eepers"
-- TODO: Icon on for Windows build
-- TODO: Checkpoints must refill the bombs
@@ -1433,9 +1428,8 @@ end;
-- TODO: Visual Clue that the Eeper is about to kill the Player when Completely outside of the Screen
-- - Cooldown ball is shaking
-- TODO: Cool animation for New Game
--- TODO: Tutorial sign that says "WASD" to move when you start the game for the first time
--- TODO: "Tutorial" does not "explain" how to place bomb @content
--- TODO: keep steping while you are holding a certain direction
+-- TODO: Tutorial sign that says "WASD" to move when you start the game for the first time. And how to place the bomb on picking it up
+-- TODO: Keep steping while you are holding a certain direction
-- Cause constantly tapping it feels like ass.
-- TODO: count the player's turns towards the final score of the game
-- We can even collect different stats, like bombs collected, bombs used,
@@ -1444,15 +1438,12 @@ end;
-- Smoothly move it into the HUD.
-- TODO: Different palettes depending on the area
-- Or maybe different palette for each NG+
--- TODO: Eeper slide attack animation is pretty boring @polish
-- TODO: Restart on any key press after ded
-- TODO: Sounds
--- TODO: Player Death animation
--- Particles
--- TODO: Eeper Death animation
--- Particles
--- TODO: Cool effects when you pick up items and checkpoints
--- Particles
+-- TODO: Particles
+-- - Player Death animation
+-- - Eeper Death animation
+-- - Cool effects when you pick up items and checkpoints
-- TODO: Allow moving with arrows too
-- TODO: Camera shaking when big bosses (Guard and Mother) make moves
-- TODO: Indicate how many bomb slots we have in HUD
@@ -1460,24 +1451,7 @@ end;
-- Could be just a splash with the game name and logo.
-- TODO: WebAssembly build
-- https://blog.adacore.com/use-of-gnat-llvm-to-translate-ada-applications-to-webassembly
--- TODO: Placing a bomb is not a turn (should it be tho?)
-- TODO: Explosions should trigger other primed bombs?
-- TODO: Path finding in a separate thread
--- TODO: Player pushing bombs mechanic
--- May not be relevant after we do not make bombs barriers
--- TODO: Gnome should have triangular hats in the form of keys
--- And key must become triangles intead of circles.
--- I don't think it's relevant anymore within the current lore of the game.
--- TODO: When the player revives themselves they are being put into bomb selection mode if they hold the space key which is weird.
--- May not be relevant if we allow placing bombs directly on the player position,
--- because then the direction selection mechanism becomes obsolete.
--- 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
--- the bombs are placed for the turn. This is related to making placement
--- of the bombs a legit turn.
--- - That enables escaping first boss btw.
--- - I think they should be not. Because on top of breaking bosses
--- they remove the possibility to spawn the bomb on the player.
--- Something that makes the controls actually simpler.
--- TODO: Set back the gnome distance limit to 10 and try to solve the problem enviromentally
+-- TODO: Eeper slide attack animation is pretty boring @polish
+-- TODO: Bake assets into executable