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http://common-lisp.net/pipermail/rlx/2009-January/000000.html

TASKS

JOYSTICK SUPPORT

enemies in cube

don’t drop stuff on walls in cube

purple gun weapon power up with new color <ammo> “graviton” bullets

fix minimiap

near map edge warning (red=block, yellow=exit, green=wrap) and text/sound for “leaving area”

do some eq of main theme ogg

flip height/width of freighter

fix zeta data disk!

REVIEW AND PRIORITIZE AND STRUCTURE ALL TODO IDEAS

sample dana’s keyboard

3 missions

grav jump boots

refill oxygen infinitely at vehicle

verify that oxygen works

no insta-death

jump to gravity boot walls like in dead space, need gravboots

rescue mission where you take an agent back to a rendezvous point on mars

Conditions

poison from toxic hazards

tox hypo

gravity levels where gravity is in wrong direction… aspects of a platformer

review unused pngs

bangai-o ish lasers that stick into a corridor and block you

throwable bombs/missiles

stealth where enemies do not always sense you! LOS at least

MARKETING PLAN FOR BETA RELEASE

make list contacts for sites, blogs, mags, casts

google analytics?

include game on linux mags?

visual menu in bottom left corner, icon-pie based popup menus with text

Rez level that fills up with water while you follow arrows and push blocks or pong balls

draw bridges over impassable water

Fix freighter crash

change background color of hive, too similar to nebula now

more repair packs in zeta

fix crash when clicking outside viewport… useful action for all areas

computer disk at zetabottom

SPACE for WAIT

oxygen and dead crew at zeta

keyboard targeting scanner cursor

MENU SYSTEM

Non-player characters (merchant?)

generate planet surfaces with minerals and artifacts and ruins

missions are closures/objects

order tasks in time and importance (don’t work on cube, work on early mission: collect fuel)

MISSION 1: COLLECT FUEL at the nebula

MISSION 2: LEVEL UP

MISSION 3: COLLECT POLLEN

sensors detect ancient energy waves to the north or west etc in Cube

solvable path to cube

fix kicking boxes into walls in Cube

auto refill oxygen at void rider

sprouts get too many moves at once

REVIEW AND PRIORITIZE TODO LIST

MAKE SOME EASIER LEVELS

find document in cube that goes (::.:.:)()((;::.)… sell these data files to scientists

FIX left click = target and describe

right click = activate (must be adjacent)

info disks to explain story

piloting skill

fix troublesome item stacking in hive

don’t model commodities as stats; instead use auto-aggregate “pile” objects

SPLIT VEHICLE AND DUDE STATUS DISPLAYS

Dossier topics

zeta base

nebula m

star systems

biosilicate hives

mars

corva 3

cavern

vomac

hit the central eye and destroy the whole platform

play and actuallly try to stay alive and develop character

fix hitting own bullets when moving/shooting same dir

think of places to drop repair modules

player missile launcher

pheromones

guy uses oxygen whenever outside vehicle?

commodities trading consortium

evasive and neutral entities

vines that surround you

update linux kernel and ardour

MENU SYSTEM

Freighter should say how to exit C-p

fix lag

fix bullets not destroying adjacent graviceptors

Spacesuit ok in zeta

silicate bioform trees

biosilicate manufacture

color coded messages

pinnk electric boxes in the center of the nebula with fuel and other cool shit

Character stats on top, vehicle/inventory on bottom of map

Display basic click help on objects and such.

keys for pageup/pagedown

render scrolled contents

[#A] Indicate buffer pos/scrolling with scrollbar

textbox modeline showing point-row/total lines, plus percentage

[#A] Mouse scrolling (wheel?)

crystal forest

cellular automata caves

put something interesting in the nebula centerq

[#A] make pager not always resize to screenwidth

[#A] TEST TEXTBOX WITH GPL TEXT

[#A] help popups on arbitrary strings, and hit-testing of formatters!

[#A] fix numlock having to be on

[#A] integrate help text and mouse/key actions (RET, ESC) into widgets.lisp

[#A] Centered blue/white modal dialog boxes that give important messages.

Message log.

[#A] Draw and implement nanorepair modules for ships, which restore ship hit points

Health boxes should not repair the ship’s hit points

Change print-stat method to accept an optional string to print instead of the slot name

[#A] Label each widget group in a Stack with a clear title bar

MINIMAP NARRATOR

[#A] LOOK command and mouse interaction

[#A] fix lepton cannon (and derivatives) firing bunches of times

[#A] missile launcher that can be used by player; <target>-ing system

[#A] Separate status displays for ship and dude

[#A] implement can-see method

[#A] player heat mechanic and boost attack

[#A] make freighters less difficult and worth bothering.. perhaps captains?

living crewmembers to rescue?

[#A] dynamic keybinding help display

[#A] better message narration.

[#B] popup help tooltips

[#B] Highlight critical messages in eye-catching red/yellow

[#B] Somehow communicate to the player why each oxygen unit is used (melee combat vs movement, etc)

Do same for energy, specify what uses energy.

Override stat-effect method

[#B] Perhaps the gauge should show last drain and what drained it? I.e. weapon vs shield

[#B] Make corva 3 a little easier

[#B] vehicle piloting skill will help make vehicles more disposable

[#B] Property-value displayer

[#B] List of which properties to display?

[#B] make center 5 on keypad be another key for “wait”

[#B] Add explanation that makes it clear why you have to shoot the ? box (make it an obstacle?)

[#B] Add message saying “press 3 to equip” when you get shield

[#B] Show occupied equipment slots

[#B] Game help should explain that you press Alt-direction for melee combat when you enter a freighter

whodunit?

[#B] add “leaving area” warninig

[#B] re-browse AI book

[#B] experience points

[#B] better missile partial pathfinding that can nav around other missiles

[#B] work on story

PROFILING:

(require :sb-sprof) (sb-sprof:with-profiling (:max-samples 1000 :report :flat :loop nil) (rlx:play “blast”))

[#B] make player can acquire laser weapon

[#B] prevent planet collisions with [throw-cell …

[#B] fix nebula multi belt crash in equip/resolve method… runnning out of inventory slots

[#B] mars tunneling into bio-infested caves

[#B] make mars more difficult, with ruins and useful minerals

[#B] identify and describe last killed enemy and all objects.

[#B] fix C-q only working on game screen

[#B] biosilicate manufacture of allies?

[#B] 2nd greener nebula

[#B] more obstacles on Mars

obtain oxygen from ice

[#B] starbase and savegame?

[#B] easy level and first email mission.

[#B] interactive COMPUTER page on F3 with scan readouts.

[#B] message scrollback, on f4

[#C] joypad support

[#C] fix muon trails showing up on top of firer

BETA RELEASE FOR WIN/MAC/LINUX

character development

help/tutorial

all systems prototyped

[#C] fix trails showing up as terrain… use :ephemeral category

[#C] move rooks to zeta base from nebula

[#C] moving walls that crush you, falling tetris pieces ???

[#C] in-game help browser

[#C] return to title screen upon death restart

[#C] blog article on CLON and how lisp was useful for RLX (rapid prototyping in elisp)

[#C] equip mecha extension parts that can affect attributes… stat-value should take equipment into account

[#C] different colored star systems with planets (look up star types) with different tiles

Scale factor for each world… 1m, 10m, 5km

interesting Zeta stuff in middle of map so you can’t escape easy.

more weapons

there should be something cool deep in the nebula

colored Strength and defense displays

Regular layout Storage depot with ammo, goodies, vaults, guardians

exploding oxygen tanks release ice

Make textbox widget sizing policy configurable: allow fixed size

FINISH MENU WIDGET (menu should work on any clon obj)

Escape points appear

fix bases firing too fast

right-click on anything to display :help and/or :tooltip

virtual email display with story background

mouse support!

emacs-ish window-panes widget layout engine

Alien info display

scrolling message popup / interaction widget

print line number of current view

assign set of required fields/types to each cell category and do sanity checks

gun upgrade??!?

yellow text map overlay tooltips a la Ultima7?

rooms with guns/bases that must be destroyed, plus guardians

rook should check for obstructions before selecting a place to move to

make there be a point to destroying boxes

[#A] add weapon powerup firing particles?

[#A] pak :startup type

[#A] pak autoload lisp in order

[#A] numpad support

port pathfinding

Read pathfinding code

Separate heap structure (pool.lisp?)

cell environment sensors?

[#A] Pak text file type for story display

[#A] smarter enemies that talk

[#A] Don’t hit own bullets

[#A] not attack corridor

[#A] annoying music/ change to ambient/softerbeats

[#A] No damage messages when your bullets hit them

[#B] Fix rlx:find-all-modules and standard.lisp

[#C] bad clon error message (forward not found)

[#B] cannot load resource “space” when no :tile ?

[#A] overlapping pickups don’t erase

[#A] Better level generation … corridors

[#A] fix some pickups not dying

[#A] ankh lock to next level

[#A] pathfinding

[#A] reread cells.lisp

[#A] Fix bresenham’s

[#A] Fix lighting

[#A] better error messages throughout

[#A] better prompt API documentation

[#A] cell-mode for widget layout

[#A] win! defeat all robots (or find the exit?)

[#B] silly death messages in Blast

[#B] security cameras

[#B] crash on death

[#B] Fix die method to handle contained/equipped objects

[#B] make gun and shield more useful

[#B] simpler setup with keywords for widget arrangement

[#B] stop having to position / hide prompts

[#B] 1-pixel automap

[#B] scrolling anomalies when near edges

[#B] airlocks and oxygenated safe rooms with stored items

[#B] better Dungeon generation: connected rooms w/or/w/o corridors a la meritous

[#B] console.lisp: animation events (somehow!)

[#B] enemies avoid debris?

[#B] inventory throw?

[#B] powerups inside rooms

[#B] too many crewmembers?

[#B] vary pallet size 10-18 randomly as levels change… open levels are hard

[#B] document install-keybindings vs install-default-keybindings << remove requirement for 2nd?/

[#B] enemy generators

[#B] ditch having to run (yourmod) at the end of yourmod.lisp

[#B] improve intro screen with self-explanatory description

[#B] system log levels

[#B] Better error messages for everything (incl. macros)

cannot forward

create new widget to send messages to

no such field

sending to nil

start with prompt as VERY first widget

thoroughly explain messages

[#C] graph bar status display with danger coding

[#C] CLON duplication forwarding: tie status widget update events to message types in queue?

[#C] custom bitmap font or free ttf font

paper dungeon

<dto> basically i want large tiles with abstract smiley / frowny face
      people. i want it to be a sort of kids game. a simple dungeon hack, that
      will be the REAL example rlx game. Invader Tactics has taken on a life
      of its own and doesn't serve as a simple code example  [16:05]
<dto> i want there to be some block pushing
<dto> some goblin smashing

blocks game with larger 24x24 tiles (or maybe smaller??)

large rooms full of growing crystalline structures

grabbing triangles and pushing them onto bioform squares with corresponding cancel buttons

zoom level: color synth resource is an image of a particular size and color

canvas widget

gravity platformer?

realtime/timer events?

combat tank game where rotating the turret takes time? thrust?

drop walls and build a fortress?

collisions knock out trail piece. big ones can break through