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TODO.txt
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***********************************************************************************************
----------------------------------------- TODO Release 0.4 ------------------------------------
***********************************************************************************************
-Work on system for saving and loading game.
-Add option to title to load a game.
-Add menu option to save game.
-Make function to read and write dungeon map info from a text file.
-Needed for saving a game and coming back to it.
***********************************************************************************************
----------------------------------------- DONE Release 0.3 ------------------------------------
***********************************************************************************************
-Make zelda-like designed levels for special dungeons you can enter.
-Make a zelda dungeon level editor outside of game that will save info
of dungeon which can be read by a xml DungeonReader in this game. DONE.
-Make a gamestate class for a Zelda-like Dungeon. For entering from labyrinth. DONE.
-Multiplayer DONE
-Game pad support DONE
***********************************************************************************************
----------------------------------------- DONE Release 0.2 ------------------------------------
***********************************************************************************************
-Add more enemies to halt progress and add challenge. DONE
-Implement sound for enemies. DONE
***********************************************************************************************
----------------------------------------- DONE Relase 0.1 -------------------------------------
***********************************************************************************************
-Add weapons to game. DONE
-Added basic sword to game.
-Fix collision bug where player does not react to collision with cockroach. DONE
***********************************************************************************************
---------------------------------------- DONE Release 0.0--------------------------------------
***********************************************************************************************
-Change the filesystem hierarchy to match closely to that of the gnu autotools. DONE
-Fix the paths in include directives. Make them relative. DONE
-Implement enum class into DungeonTile class. Replace bools and integer constants. DONE
-Change the tile colors to make game environment seem minimalist.
-EX: Yellow tile is now yellow outline with lighter shade of yellow. DONE
-Add loadmedia functions to sprite,DungeonTile, and DungeonMap class. DONE
-Change graphic style to pencil drawing-like style. DONE
-Further work will be done as game comes along.
-Think about redefining objective of game. DONE
-Change is needed because the game relies too much on luck when getting right key as of now.
-This is bad because there is no skill involved.
-Decided to make game about finding an exit out of a labrynth with monsters in it.
-Make gen rule for when no exits are set by setTileTypesRandom function. DONE
-In setTileTypesRandom(), made 1st empty tile an exit instead of making a rule to check if there are exit tiles and randomly placing one.
-Fix sprite animation. Try implementing states. DONE
-Used lazyfoo tutorial 14.
-Change frame after a frame count variable is incremented.
-Divide by number of frames used to slow down animation.
-Loop background music. DONE
-Used OpenAL Soft.
-Add globalvariables file for directory and filepath info. DONE
-Add menus to game.Create a base menu class for easy menu creation. DONE
-Added simple pause menu to game.
-Add title screen to game. DONE
-Also created title menu class.
-Fix Door opening animation. Try implementing states. DONE
-Decided to remove door opening animation because it disrupts flow of game and won't be
needed to cover up dungeon generation b/c it will all get generated at beginning.
-Need to rearrange logic for loading media. DONE
-If same media is being loaded. It shouldn't be loaded multiple times.
-Ex: Door objects shouldn't each have a copy of same media.
Instead it should be loaded once and door objects would have a pointer to same media.
-Fix segmentation fault from sdl_mixer playing sound. DONE
-Used OpenAL to play sounds and sdl mixer to only load sound media.
-Add randomization to choosing nodes. DONE
-Fix bug where somehow Node pointer conductorNode ends up pointing to nullptr in chooseNodesRandomly. Causes Segfault. DONE
-Fixed by setting condition that conductor can only go back if pointer to previous node is not nullptr.
-Implement hash table for chossing close available node. DONE
-Implement recursive backtracking maze algorithm in labyrinth creation. DONE
-Set outer tiles at border as wall tiles. DONE
-Created a function to set tiles at top,left,right,bottom edges as line of wall tiles.
-Create class for generating a map of dungeon nodes. DONE
-Class is called dungeonMap and it takes info from all dungeon nodes created.
-Render the nodes during labyrinth setup for debugging purposes. DONE
-Fix looping of door open fail sound. DONE
-Use enum class variable to determine which sound to play.
-Fix collision detection with doors. DONE
-Caused by calling for collision box for door 1 twice instead of door 1 and door 2.
-Add framerate cap. 60 FPS DONE
-Made class to keep track of frame rate.
-Not sure if should be using 2 different timers for movement and keeping track of frame rate.
-Timer for movement gets slowed down by frame cap anyway.
-Make function or class in another file to keep track of globals for loading media
such as enemy media. DONE
-Create collision system for handling collisions between enemies and player. DONE
--Make state to load game resources so it doesn't happen before title state
rather after title state when player chooses to play game. DONE
-Added cockroach enemy with simple AI for now. DONE
-Abstract event handling and move implementation to another file. DONE
-Fix collision with doors. DONE
-Fix sound for gameover and game win states. DONE
-Fix bug with segfault caused from player being pushed out of maze. DONE
-Implement a subscreen for vague map on screen. DONE
---------------------------------------- TODO Release 1 ----------------------------------
-Change integer to defined integer types with specific sizes defined in stdint.h
-Port to Unix source,BSD,Linux,Mac OS X, Windows
-Unix Source
-Start work on source. Using previous work from Escape source.
-BSD
-Start work on BSD port.
-Linux
-Start work on arch linux package.
-Mac OS X
Put in a package. DONE
-Windows
- Compile executable. DONE
- Fix crash and bug with node generation state. DONE
----------------------------------------- TODO Release 0.0 Bug Fixes -----------------------------------