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TODO.txt
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TODO.txt
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=== Mighty Maniac Mansion ===
* BUGS ************************************************************************************************************
Actors do not react to the dog (they go away but they say nothing)
* THINKERING ******************************************************************************************************
Skills: Strenght, Courage, Culinary, Handyman, Science (Geek), Retro (Nerd), Music
Add door to arcade
Decide how open it, maybe by using a specific key only, or maybe with a handyman and some specific tools we can find somewhere
Add comment on the poster, depending on the character
Allow to pickup coins, some coins should be already there, every time we play a coin should be put in the container (coins are not visible)
When picking coins all of them is collected
Do some fade/zoom when playing
* TODO ************************************************************************************************************
Add some extra stuff in the barbecue room
Purple Tentacle should go first to the basement to check the reactor then to the pool then to the valve and close it.
In case too much time will pass make an explosion (for example purple will catch two players)
Fix the "give" for green tentacle
Have a container with all items from a died player, and make it diggable
We need a way to walk on ladders. Probably from the back. Do we need a new anim?
Arcade room: Day of Tentacle poster in the Arcade room.
Arcade room: Add old consoles (C64, NES, Genesis, etc.) to the arcade room, on the C64 there will be a cassette player with a cassette tape inside
Add lookup in dog room
Complete intro Cutscene, adding variations for each character (Syd, Razor, Jeff, Michael, Hoagie, Laverne)
Add messages for other kidnapped (Sandy, Dave, Wendy, Ollie, Syd, Jeff, Michael)
Do arms forward in all characters
Add recycle stuff to the service room
Add trashcan to barbecue to the service room
Add ketchup not broken to barbecue
Add a lab secret entrance in the home. But use the same system. Maybe in the temp room
Ed room: Piggy bank with coins
Dungeon: add lab door sprites
Dungeon: dungeon door should close automatically when exiting
Define skills and the actions that they will allow
If a room has windows, make it a little bit less dark (like flashlight but without outline) <= use lightning shader
Do coats and dig for all characters: Michael, Hoagie
Have arcades be playable with very simple games
Add secret door from Arcade room to go to the old 8bit storage area (C64, Spectrum, MSX, NES items will be here)
Decide how to open the door
* CHARS ************************************************************************************************************
!Dr. Fred
!Nurse Edna
!Cousin Ted
!Ed
!Edwige
!Green Tentacle
!Purple Tentacle
Blue Tentacle
Purple Meteor
!Dave
!Bernard
!Hoagie
!Michael
!Razor
!Syd
!Wendy
!Jeff
!Sandy
!Javid <- remove
!Ollie
!Laverne
Josh?
OutsideXbox?
ChefJohn?
DavidMurray?
* DONE ************************************************************************************************************
! added logo
! added c64 animated cursor
! basic walkF anim for Bernard
! Add B animations (Idle and Walk) -> Bernard
! Add balloon
! Balloon: Make balloon follow the speaker, when the speaker is moving
! Add L animations (Idle and Walk) -> Bernard
! Add R animations (Idle and Walk) -> Bernard
! Added stars
! No more flickering cursors
! Added cursor for reading/inspecting
! Added expressions and mouth movements for actors
! Reading/inspecting -> The action should move the actor close, and then read what is written
! Balloon: count how much time it should be shown, hide it after the specified time or the click (and handle the next dialogue if any)
! Add camera movement when the current actor goes ouside the visible area
! Define some basic stuff for the "rooms": name, camera orientation, max left and right allowed
! Have the selectable item. Show the name on the top when over with the mouse.
! Improved the side walking anim
! Add face of actors, and change them when clicking the face
! Added basic automatic actions
! Added initial intro
! Make actor selection completely automatic, and avoid hardcoded references to actors
! Add currentRoom to actors
! Added Mailbox
! It is possible to specify a specific interaction position for the obejcts, and a direction
! Ed Completed
! Actors are not selectable by clicking on them
! Big improvement on interaction points
! Added camera switch when going to another rooms
! Added "doors" to move between rooms
! The area for the camera movement is made smaller
! Implemented the stairs with better perspective
! Removed the perspective camera. Now all is flat and orthogonal.
! Transition between actors that are in different rooms
! Added options (for music right now)
! Text speed is now considered.
! Inspector for conditions and Items
! Improved paths inspector
! Have inventory that can be open/closed by clicking on it. (Grapich icons + text for the items)
! Add options: music volume, text speed, text size, highlight objects (never, on over, when entering)
! Added navmeashes (custom navmeshes, why not? Complete of Unity editor)
! When opening doors, or unlocking, be sure the corresponding door has the same effect
! Doors can be now set as "autolock". When closing them they will eb automatically locked
! Doors have now a second direction, used when teleporting out
! changed "yesno" sprites to "Open" "closed" and "locked"
! changed "enable" for enable/open/lock actions to be an enum "yes/no/switch/nothing
! Add some specific messages when an action is performed (like "easy peasy" if the grate can be removed)
! If something is used from inventory, close the inventory
! Basic Javid character
! Added "receiver" on characters and actions and improved the actors selection
! Added regions in the Controller to ease the finding of the functions
! When getting actions from items, add them to allknown actions
! Rename Sequence to CutScene
! Anim for hamster, cursor for hamster, icon for hamster
! Change y speed and x speed. x >>> y to simulate depth
! Make again working the scaling of actors while changing y coordinate
! Stop interactions in case the options are open
! Hide all the "points" when the game starts
! Do not reselect the current actor. Go to the walk place instead.
! The z-order of actors is not good. They go behind objects, so they cannot be selected (may be fixed when altering the Y position of the actors while walking)
! Better handling of wait cursor
! Position better the balloon. If it goes offscreen, move it in a different place (upside-down?)
! First game intro
! Completed game intro
! Add start game selection, with selection of kidnapped character and 3 players
! When overing a person show the portrait and a description, inluding the skills
! Options: Change font
! Options: quit confirmation
! Options: restart (same party), restart (new party), intro title
! Fixed a problem when grabbing an action from a cutscene and transforming it to ContextAction. The actor was not converted.
! Improved the balloon positions
! Change "Walk" to "Read" to non-doors
! Add fade in/out as possible action (maybe automatic when stating a Cutscene?)
! Add "terrain type" in paths, to change the sounds of walking
! Improved sliders for walk and text. We have to do the same for volume
! Fix wendy's pants. They are not filled (check bernard, dave, syd, ed)
! Doorbell (starts sequence where Ed checks for package and then screams to you to go away)
! Add subItem specific for Container. Works like a door (but without moving), and has a list of items inside that can appear/disappar when open/closed
! Interactions with items and inventory is completely rewritten
! Added some success message when things are used together (key in a door, batteries in flashlight) or a failing message. Have them in the definition of the action.
! Bug: If we re-open the refrigerator the items will appear again --> COntainers show only objects that are not already picked
! Items can now be put back in the refrigerator
! First upstairs sprites (room not yet interactable)
! Fixed "it does not work" if using the doorbell.
! Fixed the scaling of actors after teleporting
! We need a way to jumpstart to a room with a char. Maybe a set of buttons in the start area with a specific Cutscene to do it
! Fixed the problem of switching actors
! Use a better way to find the index of the actor from the charselection. Remove the exceptions for green tentacle
! implement the bottle breaking, but decide what the liquid should be
! Implement the zoom mode to transition between rooms
! Improved Ed room and added Ed as playable hidden character
! Replace items on the shelf of the service room with actual items.
! Fix the problem of the doors walks
! Fix pants of syd going right
! The action is not correct after we teleport
! Add a way to say something while playing other behaviors. Add some "probabiility"or "timeout" to behaviors (as variable condition)
! Remove the delay from one action to the next when a behavior is completed
! Add an explicit "wait" action in case we need to wait
! Implement some "AI" (cutscene based) for actors to do something.
! "Block actor" should set a limit on the X or Y axis
! "Move to actor" should have a way to be fast and be always on a side of an actor
! Remove behavioraction and replace with gameaction
! Add a behaviorcondition "actor < X" and "actor > x" in specific room
! Add a way to give food to GT and stop walking if food is not given
! Add the Give action to cheese to test the Tentacle.
! We need a new action to change a game flag
! Refactoring of actions
! remove old behaviors from actors and push the gameactions to the correct actor
! Remove the old code for GameCondidtion and BehaviorCondition
! Do same PropDrawer for Actions like the one for conditions
! Add a way to see the actions and conditions on items and actors (property drawers but readonly)
! We miss the sentences to say when an action is not valid or when an action is valid
! Some of the actions should be limited to particular actions (Use, Pick, Give, etc.)
! Disable actors colliders if we are not "giving" an object
! When going in the kitched with Edna, we should move the camera to show the fridge. Then do the behavior.
! Change the flags to int
! When an action of an actor behavior is completed, zero the time for the next checking
! Add an action (a set of) to be done when the scene is no more valid
! Improve the continue follow actor for the tentacle. Make it actually play walk anim, and be faced to the side of the destination
! Fixed action of type ReceiveCut/Flag
! Set all non-working doors as "Not in the demo"
! handled parallel cutscenes, now Ed can catch intruders
! improved the pathfinding
! Fixed the walking on doors problem
! Fixed Ed internal door
! Have "light off" for room (and whole game)
! Points are not disabled
! Have actors to get light off shader when in a room without lights
! Avoid to select items if we click on actors
! Better management of doors
! Enable the "prolonged usage" to simulate the push of the gargoyle head and the loose brick. It should go away when the actor moves.
! A door may not need to be locked if the other side is locked (front door, basement door)
! Fix Ed catch
! How to have the cutscene running but in background? > to do this we should have a step marked as "skippable", so if we switch an actor (also the one currently selected) the cutscene will run "silently" without changing the rooms
! Be sure the step executed when items are not visible will complete
! Draw Edna and do the "Check fridge" at start
! If we teleport over stairs we are not zooming correctly the actor
! If we walk directly to a stairs path we are not scaling
! We should not be able to pass thru closed doors
! Do a room where we can hide while Ed checks the doorbell
! Items can now be put in a container
! Items in a container can be activated and deactivated
! Containers can change the open and closed sprites (with lock and icon)
! Full working roasting the hamster
! Complete Sandy and Ollie descriptions
! give roasted hamster !has skill curage => refuse
! Make the balloon to disappear immediately if the speaker is completely off-screen
! Purple tentacle has wrong Z value (no setposition for it)
! Fixed Edna fridge scene
! Empty comment for flag and mailbox and ted grave
! Fixed Changing the fonts
! Added missing Javid intro
! Split again background sounds and normal sounds
! Added a cutscene for intro with Fred and the kidnapped
! Added triggers to start actions (mostly cutscenes)
! Be sure we show the correct name for the actors
! Improved the cursors and the used items
! After using an item, the mouse is checked again
! Some times (close to the end of room) the walk sound is played again
! Improved broken dev bottle scene
! Make impossible to select chars that are not yet valid
! Draw backyard
! Add a way to create a new basic pathnode inside a Path (the fix stuff is not good)
! Add something to center the camera to the dog when going close and not being a friend
! Add credits for Rishik
! Do "flashlight" shader C64 style (high outline, coloring, reducing saturation, lower lights)
! woods are built and are fully navigable
! Coat is now wearable (Only Javid and Bernard right now)
! Add map for cemetery
! graveyard: build room
! Make the delay of actions visible for all types that are not auto-completing
! Keep list of all scenes in Controller or a SceneManager
! Check message "easy" when opening the grate
! Give batteries when picking up radio
! Fix the global GD status, cutscenes should be no more visible
! Make meltdown anim and game over when pressing red button
! Improved autowalking when walking speed is really fast
! Handle the death players without disabling the actor or we will have problems with further actions.
! GameOver when 2 players will die
! The set of actions in an A&C should be executed as cutscene, in sequence
! Graves in the cemetery are diggable
! shelter with shovel
! new inventory close methods
! moon has a size specific to each room
! We should not set items if the inventory is open (items and Doors onmouseneter)
! Have a flag to have the face in front of the body.
! Entering woods is not generating the correct position of items
! Exiting woods brings to a wrong position
! Have a trigger or something to set Ted in the bathroom if needed (probably we need a set of actions to be associated with the room directly)
! When changing the room from a door, do not pre-set the camera. Make it go according to the dest position of the actor
! Removed pathnodes from doors
! Replaced intro done by code with intro done by animation
! Removed AllInOne shader from titles
! Removed AllInOne shader from water and pool ladder
! If the actions showroom and teleport do not have a position (0,0) then the position is calculated as center of the room
! Set back the layer of sprite renderers to Default for all objects
! Fixed all sorting orders of the rooms
! Changed the camera movement, now lerp is used
! Slightly increased the default walk speed
! Added a development button in inspector of doors to jump to corresponding doors
! Started the Look Up room
! Fixed a problem where old doors were using a layer that does not exist anymore
! Removed an unused layer and improved some GetComponent
! Fixed a problem in finding pathnodes
! Completed drawing of look up room
! Fixed the problem of the intro canvas playing also if in debug mode
! Fixed the character selection screen
! In case of actions specific for a user, in case of read, if something is read the default action (read destription) is not performed (it will be performed as backup only)
! Added ActorHasItem condition
! The Cabinet for Meteor Miss responds to the actions correctly