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#+TITLE jam todo list

* DONE tiled map compilation
* DONE pause state
* DONE intro state
* DONE win state
* DONE focus fire
* DONE per bullet hitbox
* DONE parallax backgrounds
* DONE player animation
* DONE enemy animation
* DONE nested scripts
* DONE turret enemy
* DONE popcorn enemy
* DONE flying enemy 1
* DONE flying enemy 2
* DONE boss
* DONE scoring
* DONE design map
** phases
- open space, just the player for the first screen of tiles
- popcorn appear
- turrets appear
- flyers appear
- enter tunnel, turrets + popcorn
- waves of flyers sweep in
- occasional chunks of tiles in the middle of tunnel to navigate arounde
- scroll speed slows down
- tunnel makes series of S turns, lots of turrets + some popcorn
- scroll speed goes back to normal
- tunnel narrows and straightens out, turrets on left/right shoot horizontally
- turrets pressure player to move up/down screen to avoid, like ikaruga stage 3
- tunnel widens, flyers + popcorn + turrets
- scroll speed increases
- tunnel narrows, quick left/right movement required to avoid crashing, popcorn clogs the tunnel
- tunnel widens, scrolling slows then stops, turrets on top + waves of flying enemies sweep in
- scrolling resumes, player exits tunnel into open space
- final attack by larger flyers
- empty screen, then WARNING text flashes
- scrolling stops, boss appears
- boss goes through 2-3 phases of bullet patterns as its health drops
* TODO music track
G# minor

B D# G# B D# B G# D#

E G# B G# D# G# B G# -- loop D G# B G#

* DONE particles
* DONE juice!
Eh couldn't really add much... oh well.