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authorrexim <reximkut@gmail.com>2024-03-21 19:54:54 +0700
committerrexim <reximkut@gmail.com>2024-03-21 19:54:54 +0700
commit87911130c59300248137cefa0c10cc1aa75f4e5d (patch)
tree1b7d36fb315a1f59138b143c2b5b52d24558df1d
parentb700bf29fd4eb28f19b0312a9168c684dd34c2e8 (diff)
Update TODOs
-rw-r--r--game.adb45
1 files changed, 25 insertions, 20 deletions
diff --git a/game.adb b/game.adb
index 525553d..3074e22 100644
--- a/game.adb
+++ b/game.adb
@@ -951,7 +951,6 @@ procedure Game is
when Shrek | Urmom =>
Recompute_Path_For_Boss(Game, Me, SHREK_STEPS_LIMIT, SHREK_STEP_LENGTH_LIMIT);
if Game.Bosses(Me).Path(Game.Bosses(Me).Position.Y, Game.Bosses(Me).Position.X) >= 0 then
- -- TODO: Boss should attack on zero just like a bomb.
if Game.Bosses(Me).Attack_Cooldown <= 0 then
declare
Current : constant Integer := Game.Bosses(Me).Path(Game.Bosses(Me).Position.Y, Game.Bosses(Me).Position.X);
@@ -1053,9 +1052,6 @@ procedure Game is
procedure Game_Player(Game: in out Game_State) is
begin
if Game.Player.Dead then
- -- TODO: when the player revives themselves they are
- -- being put into bomb selection mode if they hold the
- -- space key which is weird
if Space_Down then
Game_Restore_Checkpoint(Game);
Game.Player.Dead := False;
@@ -1398,21 +1394,29 @@ end;
-- - Move Bosses starting from the closest to the Player. You can find the distance in the current Path Map.
-- TODO: During Path Finding maybe pick the equal paths randomly.
-- to introduce a bit of RNG into this pretty deterministic game
+-- TODO: Path finding considers explosion impenetrable @bug
-- TODO: Place bombs directly at the Player's position
--- TODO: Keys for the bomb gens of final boss @content
+-- 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: Keys for the bomb gens of final boss
-- TODO: Second boss room is boring
-- TODO: Eyes of Father changing as the Player gets closer:
-- - Closed
-- - Open
-- - Happy (very important to indicate that he's not hostile)
+-- TODO: Keep rendering Player on Turn_Animation even if Dead
+-- Because otherwise it just awkwardly disappears before running into the thing that killed them.
-- 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 exec is
+-- 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: Touch father starts NG+
+-- TODO: Boss should attack on zero just like a bomb.
-- TODO: Desaturate the colors
-- TODO: Properly disablable DEV features
-- TODO: Default 16:9 resolution
@@ -1421,7 +1425,6 @@ end;
-- TODO: Don't reset cooldown timer for bosses (might be duplicate)
-- TODO: Try MSAA (if too slow, don't)
-- TODO: Bake assets into executable
--- TODO: Keep rendering Player on Turn_Animation even if Dead
-- TODO: Rename executable to "eepers"
-- TODO: Icon on for Windows build
-- TODO: Checkpoints must refill the bombs
@@ -1443,15 +1446,14 @@ end;
-- Smoothly move it into the HUD.
-- TODO: Different palettes depending on the area
-- Or maybe different palette for each NG+
--- TODO: Path finding considers explosion impenetrable @bug
-- TODO: Boss slide attack animation is pretty boring @polish
-- TODO: Restart on any key press after ded
-- TODO: Sounds
--- TODO: Player Death animation @polish
+-- TODO: Player Death animation
-- Particles
--- TODO: Boss Death animation @polish
+-- TODO: Boss Death animation
-- Particles
--- TODO: Cool effects when you pick up items and checkpoints @polish
+-- TODO: Cool effects when you pick up items and checkpoints
-- Particles
-- TODO: Allow moving with arrows too
-- TODO: Camera shaking when big bosses (Shrek and Urmom) make moves
@@ -1459,8 +1461,20 @@ end;
-- The Father's position.
-- TODO: Indicate how many bomb slots we have in HUD
-- TODO: Menu
+-- 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
@@ -1470,12 +1484,3 @@ end;
-- - 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: Placing a bomb is not a turn (should it be tho?)
--- 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: 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