diff options
author | rexim <reximkut@gmail.com> | 2024-03-22 09:27:48 +0700 |
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committer | rexim <reximkut@gmail.com> | 2024-03-22 09:27:48 +0700 |
commit | 41891a5c16c7c95c7ea31da2a4fdfd9ac43f0967 (patch) | |
tree | c460dbfb8837636f19b209163c631266a81442b6 | |
parent | a6b904fa6368030e8af9f9faa747bd40bf71819c (diff) |
Update TODOs
-rwxr-xr-x | build.sh | 2 | ||||
-rw-r--r-- | game.adb | 44 |
2 files changed, 10 insertions, 36 deletions
@@ -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 @@ -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 |