From 87911130c59300248137cefa0c10cc1aa75f4e5d Mon Sep 17 00:00:00 2001 From: rexim Date: Thu, 21 Mar 2024 19:54:54 +0700 Subject: Update TODOs --- game.adb | 45 +++++++++++++++++++++++++-------------------- 1 file changed, 25 insertions(+), 20 deletions(-) (limited to 'game.adb') 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 -- cgit v1.2.3