diff options
author | rexim <reximkut@gmail.com> | 2024-03-21 19:10:22 +0700 |
---|---|---|
committer | rexim <reximkut@gmail.com> | 2024-03-21 19:10:22 +0700 |
commit | b700bf29fd4eb28f19b0312a9168c684dd34c2e8 (patch) | |
tree | 85c7a1c9615566df156d596432fee4d703b67cc1 | |
parent | d520f6f925689d68abdcf6efaaf5e732db07bd79 (diff) |
Update TODOs
-rw-r--r-- | game.adb | 42 |
1 files changed, 23 insertions, 19 deletions
@@ -956,10 +956,6 @@ procedure Game is declare Current : constant Integer := Game.Bosses(Me).Path(Game.Bosses(Me).Position.Y, Game.Bosses(Me).Position.X); begin - -- TODO: maybe pick the paths - -- randomly to introduce a bit of - -- RNG into this pretty - -- deterministic game Search: for Dir in Direction loop declare Position: IVector2 := Game.Bosses(Me).Position; @@ -1392,6 +1388,19 @@ begin Close_Window; end; +-- TODO: Rename some definitions within the code +-- - Boss -> Eeper +-- - Shrek -> Guard +-- - Urmom -> Mother +-- - New_Game -> Father +-- 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 +-- - 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: Place bombs directly at the Player's position +-- TODO: Keys for the bomb gens of final boss @content +-- TODO: Second boss room is boring -- TODO: Eyes of Father changing as the Player gets closer: -- - Closed -- - Open @@ -1406,11 +1415,6 @@ end; -- TODO: Touch father starts NG+ -- TODO: Desaturate the colors -- TODO: Properly disablable DEV features --- TODO: Rename some definitions within the code --- - Boss -> Eeper --- - Shrek -> Guard --- - Urmom -> Mother --- - New_Game -> Father -- TODO: Default 16:9 resolution -- TODO: Fullscreen mode -- TODO: Compile MinGW build with Windows Subsystem (so it does not show cmd window) @@ -1424,13 +1428,8 @@ end; -- TODO: Closed eyes should always point down -- TODO: Special Eeper Eyes on Damage -- TODO: Show Boss Cooldown timer outside of the screen somehow --- TODO: Place bombs directly at the Player's position -- TODO: Visual Clue that the Boss is about to kill the Player when Completely outside of the Screen -- - Cooldown ball is shaking --- 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 --- - Move Bosses starting from the closest to the Player. You can find the distance in the current Path Map. --- TODO: Keys for the bomb gens of final boss @content -- TODO: Cool animation for New Game -- TODO: The role of Barriers is not explored enough -- TODO: Tutorial sign that says "WASD" to move when you start the game for the first time @@ -1440,10 +1439,7 @@ end; -- TODO: count the player's turns towards the final score of the game -- We can even collect different stats, like bombs collected, bombs used, -- times died etc. --- TODO: Gnome should have triangular hats in the form of keys --- And key must become triangles intead of circles --- TODO: Player pushing bombs mechanic --- TODO: animate key when you pick it up +-- TODO: Animate key when you pick it up -- Smoothly move it into the HUD. -- TODO: Different palettes depending on the area -- Or maybe different palette for each NG+ @@ -1452,8 +1448,11 @@ end; -- TODO: Restart on any key press after ded -- TODO: Sounds -- TODO: Player Death animation @polish +-- Particles -- TODO: Boss Death animation @polish +-- Particles -- TODO: Cool effects when you pick up items and checkpoints @polish +-- Particles -- TODO: Allow moving with arrows too -- TODO: Camera shaking when big bosses (Shrek and Urmom) make moves -- TODO: Initial position of the camera in map.png @@ -1473,5 +1472,10 @@ end; -- 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 --- TODO: Explosions should trigger bombs? +-- 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 |