diff options
Diffstat (limited to 'game.adb')
-rw-r--r-- | game.adb | 33 |
1 files changed, 29 insertions, 4 deletions
@@ -1392,6 +1392,25 @@ begin Close_Window; end; +-- TODO: Eyes of Father changing as the Player gets closer: +-- - Closed +-- - Open +-- - Happy (very important to indicate that he's not hostile) +-- 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: Eyes for the Player. +-- The denote last direction of the step. +-- 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) @@ -1438,15 +1457,21 @@ end; -- 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 +-- The Father's position. -- TODO: Indicate how many bomb slots we have in HUD -- TODO: Menu -- TODO: WebAssembly build -- https://blog.adacore.com/use-of-gnat-llvm-to-translate-ada-applications-to-webassembly -- TODO: Primed bombs should be barriers --- Be careful with the order of Path Finding Map Recomputation +-- - 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. --- TODO: placing a bomb is not a turn (should it be tho?) --- TODO: Path finding on a separate thread +-- - 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: 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? +-- TODO: Path finding in a separate thread |