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TODO List — Walls Game

2020 - May 29th todo

Walls Game

TODO:

  • Add the actual wave definitions.
    • Spiky (special)
    • Normal corridor
    • Windy rapid corridor (special)
    • Normal corridor (doorways)
    • Rundown corridor (broken up walls)
  • Different special modes
    • Gravity change mode (just flip screen)
    • Reversal
  • Add announcements for special waves
  • Add alternative side wall graphics
    • Just small changes - a door, window, torches etc.
  • Add "levels"? (speed up over time)
  • Add scoring (distance + num dodged walls)
  • Add coins (bonus score)
    • Stored in waves in the WallTiming class
    • Explode on collect, mini gold particles with physics bounce around (with zPos...)
  • Add game over sequence
  • Big text for:
    • START!
    • NEW HIGH SCORE
    • GAME OVER
  • notify:
    • TUNNEL ZONE INCOMING
    • UPSIDE DOWN MODE INCOMING
    • WAVE PASSED
    • NEXT WAVE...
    • !LEVEL UP! On wall pass:
    • MISSED cross
    • PERFECT
    • GREAT
    • AMAZING
    • ok hand
    • AWESOME
  • For coins
    • COIN GET
    • MONEY
    • CASH PRIZE
    • DOSH HERE
  • Big text overlays over itself, at slightly random angles and positions.
  • Reversal mode
    • !!REVERSAL!!
    • CONTINUE
    • KEEP GOING
    • MOVE UP
  • Don't delete tunnel chunks until z = like 5
  • Slow down, stop. Then speed up back through 5-10. Slow down, stop. Back to normal.
  • Add sound effects
    • Jump
    • Land sound
    • Ding of passing wall
    • Ding of picking up coin
    • Hurt sound
    • Death sound
    • Crouch sound
  • Add music
  • Add UI
    • Scoring
    • Lives
    • Level (speed)
  • Game over menu (retry, back to menu)
  • Main menu (play game, exit)
    • Show best score here
  • Create player graphics
    • Run
    • Run left
    • Run right
    • Turn direction
    • Crouch
    • Crouch left
    • Crouch right
    • Jump
    • Jump crouch
    • Land
    • Hit wall
    • Die
    • Stand still (before level start)

TODO (tidy up)

  • Tidy code
  • Look for memory leaks. Make sure disposal is correct (texture2ds in particular) Move solidWhite to only get created once

Done:

  • Set up player and wall objects
  • wall array
  • Render player
  • Add player controls
  • Create walls over time
  • Update wall positions
  • Render walls to screen
  • Add basic wall shape
  • Add nice graphics for wall shape
  • Add wall collision (is Z same as player)
  • Slight Y axis shift with markers
  • Get an "editor" view, for creating and aligning wall blueprints.
  • Add "waves" of defined wall spawns (timing, types)
  • Define all required wall blueprints
  • Hurdle (low)
  • Hurdle (high)
    • Low wall (need to crouch)
    • Left door
    • Middle door
    • Right door
    • Centred hole
    • Left and top covered
    • Right and top covered
    • Central pole (stand on either side)
    • Spikes left
    • Spikes right
    • Spikes up
    • Spikes down
    • DECORATIVE:
      • Cobwebs in corners
  • Create graphics for walls
  • Add walls and ceiling and floor scrolling effect textures
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