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DevTodo
Steve Robbibaro edited this page Dec 4, 2016
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- Steve: level 2 boss ai.
- Andy: water level boss ai... (considerably toned down).
- Steve: use beams to stop the player's progress.
- Steve/Andy: level 4 - place objects/ai. (8/16/15 ~Steve)
- Steve: fix missile ai.
- Steve: change blue power up to be health bonus. (4/3/10 ~Steve)
- Steve: verify weather effects still work. (8/16/15 ~Steve)
- Steve/Andy: place enemy ships in level 2.(8/16/15 ~Steve)
- Andy: water level (design this whole level) place objects. (8/16/15 ~Steve)
- Andy: boss ai (revamped level 1 boss) for level 4. (8/16/15 ~Steve - level 4 removed)
- Andy: simple script to move into trench. (8/16/15 ~Steve - level 4 removed)
- implement "setTestZoneEnable" lua function. (12/22/08 ~ Steve: no longer applies)
- determine whether it would be beneficial to over-ride "on_update" so that engine calls a different specified function. (12/22/08 ~ Steve: added ability to change script which should be sufficient).
- determine whether or not ScriptedObject::animCurrTime is necessary especially in regards to interpolation... would elapsed time/ duration suffice? (1/2/09 ~ Steve)
- Commit newest snow boss script to both krig branches.
- Commit newest level 4 terrain to both krig branches.
- Steve: Convert level1.lvl to level1.lua. x Steve: Convert Snow Boss script to lua.
- Andy: Convert volcano script to lua. (6/18/10 ~ Andy)
- Andy: Convert level 1 sweeping ships to lua (2/22/08 ~ Andy).
- Steve/Andy: Convert level1 boss script to lua. (12/22/08 ~ Steve)
- Implement ability to change script or to end script. (12/22/08 ~ Steve)
- Fix camera script for level 1
- Terrains should no longer store light direction. (This is a property of a GameLevel.) (12/1/08 ~ Steve)
- Update existing terrains to remove the light direction. (12/1/08 ~ Steve)
- Steve: Implement new mode based control scheme for level/terrain editing. (12/3/08 ~ Steve)
- Andy: Change Sound class to play .ogg files instead of .wav files for sound effects (12/6/08 ~ Andy: not feasible).
- Andy: Change Sound class to play sound effect described by file name rather than index obtained from sounds.txt file. (12/6/08 ~ Andy)
- Steve: Implement ability to conditionally compile in game mode or edit mode. (12/3/08 ~ Steve)
- Convert level 1 to new level loading scheme. (12/8/08 ~ Steve)
- Convert level 2 to new level loading scheme. (12/7/08 ~ Steve)
- Steve: setSkyBox function crashes game. (12/7/08 ~ Steve)
- Convert level 4 to new level loading scheme. (12/8/08 ~ Steve)
- Steve: Fix player shot lua script to mimic existing design. (12/22/08 ~ Steve)
- Steve: Game crashes when changing levels. Level 2? (4/2/10 ~ Steve - cannot reproduce in latest build)
- Steve: Game sometimes crashes while shooting. (12/8/08 ~ Steve)
- Why does game seg fault during debug before loading level? (12/8/08 ~ Steve)
- Make lua function to enable/disable collision detection for each object. (12/22/08 ~ Steve)
- Implement lua created object type identifiers for use during collision detection. (12/10/08 ~ Steve)
- Implement getScalar lua function. (12/10/08 ~ Steve)
- Implement lua function to determine if vector intersects a collision box.
- Implement "engine level" scripting. (12/14/08 ~ Steve)
- Remove terrain requirement for levels. (8/16/15 ~Steve)
- Implement player missile logic in lua script.
- Implement vector math lua functions (normalize, cross product, dot product). (12/10/08 ~ Steve)
- Implement lua function to find closest object of a particular type.
- Implement lua function setScaleRate. (12/10/08 ~ Steve)
- Implement explosion type in lua. (12/10/08 ~ Steve)
- Implement powerup types in lua. (4/3/10 ~ Steve)
- Investigate passing arguments (such as vectors) in tables. (12/10/08 ~ Steve)
- Investigate calling functions from lua with OO notation (object.setPosition()).
- Investigate way to pass lua only values into other lua scripts. (12/10/08 ~ Steve)
- Investigate way to draw simple things from within the lua script (ie energy bars, etc.). (12/16/08 ~ Steve)
- Investigate way to output text from within lua script. (12/16/08 ~ Steve)
- Implement way to ensure object references stored in lua are valid.
- Engine should still run even when objects do not have a model loaded. (12/13/08 ~ Steve)
- Implement ability to start/stop/pause bgMusic from lua script. (12/14/08 ~ Steve)
- Particle systems should be defined in lua scripts similar to the ways objects are defined.
- We need the ability to store/restore a level's state.
- Implement getLightDirection lua scripting function. (12/16/08 ~ Steve)
- Andy: Consider creating two separate classes Music and Sound (or similar) from the existing Sound.h/cpp. (1/2/09 ~ Andy)
- Steve: 'G' key should not map to down arrow key. (4/1/10 ~ Steve)
- Steve: Fix terrain collision detection (use QuadTree and test spheres).
- Steve: Implement ability to set variables in a script (opposite of getScriptValue). (4/7/10 ~ Steve)
- Steve: Why are some object in level 1 not placed properly (ie pine tree at 0,0,0)? (5/6/10 ~ Steve - addObject had ',' after call)
- Steve: Implement enemy shooting (4/5/10 ~ Steve - already done).
- Steve: Implement boss shooting (4/6/10 ~ Steve).
- Steve/Andy: Convert snow particle system to lua.
- Steve/Andy: Convert star field particle system to lua.
- Steve: Tweak terrain-water animation to make less CPU intensive (and possibly look better). (6/22/10 ~ Steve)
- Steve: Fix issue where computer beeps when a number of keys are down at the same time (ie arrow keys and space).
- Steve: Create water level (level 3) terrain. (4/1/09 ~ Steve)
- Steve: Create desert level (level 4) terrain. (4/16/10 ~ Steve - could still be tweaked as required)
- Tally player's score. (4/7/10 ~ Steve)
- Implement lua function to return object's collision box.
- Award health bonus to score upon level complete.
- Place snow boss in level 2 (4/6/10 ~ Steve).
- Implement missile powerup. (4/7/10 ~ Steve).
- Possibly implement "texture" object type which will allow a texture to be loaded/manipulated/displayed with all other objects.
- Update mountains in the level1 terrain using mountain function in terrain generation Perl script (4/16/10 ~ Steve).
- Create a "free object" map in the engine. This map will store all freed game objects indexed on lua script. When an "addObject" call is made, the engine will first look here before creating a new object. Objects will no longer be deleted until after the level has finished.
- Investigate all game objects sharing 1 lua state rather than each having its own.
- Add object property to allow it to always be fully lit (4/16/10 ~ Steve - added enable/disableAlwaysLit script functions).
- Investigate removing/tweaking terrain curvature.
- Investigate issue with terrain display list not drawing all visible terrain when scale factor is changed from 5.0 (found with 10.0).
- Investigate low performance of level 2 (terrain related)? (6/28/10 ~ Steve - performance seems fine on this level)
- Implement new mountains in level 2. (6/18/10 ~Steve)
- Give terrains a new file extension (something other than 'txt').
- Investigate ability to pre-compile lua scripts for final release.
- Create high score system.
- Cleanup Objech.h/cpp (private vs. public data). (4/29/10 ~ Steve)
- Fix bug in engine where camera 2 or 3 will crash the engine if it tries to access coordinates not in the terrain. (4/17/10 ~ Steve)
- Make terrain curvature configurable properties of a terrain. (5/6/10 ~ Steve - not current exposed to script)
- Allow terrain to be positioned using object's position attribute.
- Implement star field for background of level 4 and level 5. (8/16/15 ~Steve)
- Fix bug in Engine::shutdown function, so that it can be used.
- Investigate AL Lib errors on shutdown.
- Replace primary color on enemy ship and other models to produce a greater variety of models; apply different colored models to different object scripts. Should this be a feature of the scripting engine?
- Fix memory leak in terrain class. (6/24/10 ~ Steve)
- Investigate use of SDL in engine.
- Look into what's required for shadows again?
- Implement smoke particle system for use on the player/enemies when they are hit or in critical condition.
- Investigate sound stuttering issue when game is not run in full screen.
- Investigate if there is any value in replacing GLUT with native OS windowing.
- Investigate building engine in Windows version of Code::Blocks.
- Investigate use of cut-scenes between levels; could be a simple screen which says "Level 1" or simply a text overlay.
- Investigate new ideas for the title screen.
- Investigate new ideas for the credits. (8/16/15 ~Steve)
- Think about appropriate way to place/drop power-ups.
- Only output console debug when DEBUG is set (use preprocessor). (8/11/10 ~ Steve)
- Consider changing shoot from 'space' to a key which can be checked for pressed/released states.
- Investigate allowing users to map keys.
- Investigate why non-special keys do not properly indicate when key is pressed or released.
- Consider changing enemy ship scale.y value from 2.0 to 3.0 (makes it easier for player to hit them with shot and makes them look more "cartoony").
- Build "Krig Game Engine" Credit intro screen into engine. (2/9/11 ~ Steve)