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4 changed files with 53 additions and 54 deletions
27
TODO.txt
27
TODO.txt
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=========== GENERAL ==============
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- add argc/argv to gameInit? could be used to quickly start maps, verify
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replays etc.
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- player name (modifyable via resource file)
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- popup messages? would be useful for several things: showing checkpoint times,
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showing changes in menu etc.
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- prevent time overflow! stop incrementing level frame once it's at maximum
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- make the racing module usable by itself, e.g. to allow making tools for
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verifying replays etc., i.e. make the module measure time, count checkpoints
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etc.
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- racing update step should return events that happened, e.g.:
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- CP taken
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- crash (to play sound)
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- finish
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- etc.
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- car shadow?
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- sound engine: probably all SFX will be procedurally generated, ok?
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- allow slowing down in air like in TM?
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- music?
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- probably just make one long track, literally OGG or something, then make
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that be played by the frontend just ALL the time (maybe with the option in
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menu to just turn music off) -- simple frontends can just ignore music
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- allow car to be flipped upside down on start? with start block transform
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- camera behavior? what if car is riding upside down (on magnet) etc?
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- compile time option to choose how many maps to include (for platforms with
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lower memory)
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- Environments: just different textures for a cube inside which the tarck is,
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=========== HANDLED ==============
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- allow stopping car rotation in air like in Trackmania
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- music?
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- probably just make one long track, literally OGG or something, then make
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that be played by the frontend just ALL the time (maybe with the option in
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menu to just turn music off) -- simple frontends can just ignore music
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- sound engine: probably all SFX will be procedurally generated, ok?
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- make a simple rendering setting:
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- will exclude images and only draw solid colors, let's say only 16, so that
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memory usage is reduced, CPU rendering is relieved, executable is smaller
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steering friction until reaching some some lower threshold again probably
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- maybe allow some more air control, like slowing down with brakes, like in TM
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- map actually in ASCII format? how will humans edit it?
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- racing update step should return events that happened, e.g.:
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- CP taken
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- crash (to play sound)
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- finish
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- etc.
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- rework the code for special blocks, we have to literally remember the last
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block, not the pointer, now it won't work e.g. if wanting to repeat an
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empty block
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to pixels where depth buffer was not overwritten (this step can be left out
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in case we have depth buffer or sky turned off)
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- maybe change sticker to fan? could me more fun: TEST and see
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- camera behavior? what if car is riding upside down (on magnet) etc? <- looks cool now
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- allow car to be flipped upside down on start? with start block transform
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- track size: 64x64x64
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- sky images could be just composed of 4x4 normal images? then we only need
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one type of image
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