Add click sound
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3 changed files with 86 additions and 42 deletions
84
TODO.txt
84
TODO.txt
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@ -2,10 +2,57 @@
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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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- maybe each map could have a target time embedded: when beaten, the map would
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be marked as such
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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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- allow slowing down in air like in TM?
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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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- at the end check error handling, make sure the game handles garbage data in
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resource file etc.
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- replay format
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=========== BUGS =================
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- drawing dithered transparent objects fills z-buffer in the transparent parts
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and then the geometry behind it isn't drawn <- PARTIALLY FIXED NOW
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=========== HANDLED ==============
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- allow stopping car rotation in air like in Trackmania
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- car shadow? probably would have to be done as screen space effect with
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z-buffer (shadow as 3D model would require collision detection and would make
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renderer depend on physics engine). Maybe like this:
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- project some point below the car to screen
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- fill a dithered oval around this point, but only as long as the point's
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Z coord is close to the value in Z-buffer
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^ PROBABLY NOT, tried it and looked weird
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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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AND frontend doesn't have to use RGB565 (it can basically choose any mode).
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- drifting: passing some upper threshold on steering force should reduce
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steering friction until reaching some some lower threshold again probably
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- Environments: just different textures for a cube inside which the tarck is,
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the cube won't have the top side, texture can have transparency (sky see
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through) <-- NO
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- UPDATE: tho rasterization of the big cube could take whole screen: too slow.
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Maybe just have a model + texture for each env? (still could allow transp).
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- OR: environment could just be a sky texture (or just sky color?) plus a
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floor texture? pretty KISS. SKY DOESN'T HAVE TO BE SPHERICALLY MAPPED, it
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can simply rotate horizontally and shift vertically (camera will never
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roll) -- not accurate but good enough. <-- YES
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- asset system:
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- assets are to be loaded from one BIG string consisting of substrings, each
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substring adds a map, replay, setting etc.
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@ -27,43 +74,6 @@
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- map hash
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- data: frame, input state
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- record time: decimal time in ms
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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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- car shadow?
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- allow slowing down in air like in TM?
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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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the cube won't have the top side, texture can have transparency (sky see
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through) <-- NO
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- UPDATE: tho rasterization of the big cube could take whole screen: too slow.
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Maybe just have a model + texture for each env? (still could allow transp).
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- OR: environment could just be a sky texture (or just sky color?) plus a
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floor texture? pretty KISS. SKY DOESN'T HAVE TO BE SPHERICALLY MAPPED, it
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can simply rotate horizontally and shift vertically (camera will never
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roll) -- not accurate but good enough. <-- YES
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- replay format
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=========== BUGS =================
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- drawing dithered transparent objects fills z-buffer in the transparent parts
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and then the geometry behind it isn't drawn <- PARTIALLY FIXED NOW
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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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AND frontend doesn't have to use RGB565 (it can basically choose any mode).
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- drifting: passing some upper threshold on steering force should reduce
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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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