Home.plan archive


.plan

October 4, 2020

PreviousNext

- To do
+ Done
/ In progress
X Not a bug / won't fix
------------------------------------------------------------------------------
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