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.plan
October 4, 2020
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- To do
+ Done
/ In progress
X Not a bug / won't fix
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Acronia:
+ New tag type: hide/show/toggle tile visibility
+ Ability to hide foreground tiles instead of simply erasing
them
+ Only allowing foreground tiles is sufficient
+ Pack into secrets array, to save space
+ Consider foreground visibility tags when optimizing tilemap during
WAD compilation
+ BUG: Character sprite positioning when climbing ledge
+ BUG: player is able to pick up health items even at max health
+ Add flashing for player invincibility
+ BUG: Player can "miss" action tags if moving fast enough (e.g.:
Allie sliding into secret room can miss trigger to hide/show
foreground tiles)
X BUG: elevator door in E1M1 wigs out if player presses button twice
+ Cancel slide immediately if moving up a slope
+ Canceling slide immediately made the controls feel bad, so
instead, max slide distance is reduced by half while on a
slope
- BUG: player can get stuck in floor if grabbing a sufficiently low
ledge (ex.: boxes on top floor of E1M1)
- BUG: game can softlock in E1M1 secret room (room on top level that
reveals yellow key -- if you stay in the room, the door closes and
you get locked in. Add a way to open door from the inside)
- BUG: sprites flip horizontally when drawn at the very edge of the
screen
- Fix Enemy::canSeePlayer so that it does a simple line-of-sight
check (tile-based check is sufficient)
- Two or three more levels
- Record demos for all levels
- Implement Tosser and Bruiser
- Implement conveyors and a few other hazards
- PC speaker sounds
- High score table (integrate into demo loop)
- Don't load in player graphics until that character is the active
player (this will reduce load time -- and overall memory
requirements by only having one set of graphics in memory at a
time)
- Test for possible bug where player might be taking damage during
invincibility period