4 - Rewrite python scripts to C (faster, less bloat, fewer dependencies).
6 - mod: terminal messages (when standing near terminal, a message appears)
7 - option for turning off the status bar
12 1. City, player sees the big Macrochip building (a smaller one) in the
13 distance and has to get to its entrance. Beginning of the level is linear
14 and serves as a tutorial, things like exploding barrels or acess cards are
16 2. Inside Macrochip smaller building. End leads to an elevator that goes
21 6. City, player is on the other side of the smaller Macrochip building, the
22 level partially overlaps with level 1, but the player can now go further.
23 Big Macrochip HQ (skyscraper) is seen in the distance, player has to get
25 7. Inside skyscraper, 1st floor.
26 8. Inside skyscraper, higher floor.
28 10. Final boss level: on top of the skyscraper, player climbs up in a spiral
29 towards the roof. There is a boss (or two) on the top with a few smaller
30 ones, the exit is blocked by a lot of trapped warriors which the player
31 has to slowly kill, which means he has to first get rid of the other
34 - Long section under squeezer, player has to run and keep hiding in side rooms DONE
36 - Elevator with 4 exits, on each world side. DONE
37 - Teleport to a football stadium outside? DONE
38 - Key to door that need to be unlocked can also unlock a door in previously DONE
39 visited area which will just hide secret.
40 - text on the wall -- some letter can be create- text on the wall -- DONE
41 some letter can be createdd
42 - Enemies can be placed on a single square higher fround to prevent their DONE
44 - Many teleports at place A and one teleport at place B, giving a low chance of DONE
45 reaching B: player has to gring teleports until randomly lands in B.
46 - Underground storage level start: be at the bottom of an elevator pit.
47 - ceiling with "holes" through which sky (background) can be seen -- can be done DONE
48 by having the ceiling texture set transparent and then alternating ceiling and
50 - boss level: skyscraper top, player goes upwards in a spiral along the OUTSIDE DONE
51 side of the skyscraper
52 - two levels could partially overlap, e.g. level one, a city, could overlap DONE
53 with a later city level, the player could recognize he's e.g. on the other
54 side of a channel or a wall that he was before
55 - invisible maze kinda
56 - wall made of elevators (or squeezers), serving as a big auto-opening gate DONE
57 - a key spot to which the player can only get by jumping from a distant high
59 - player has to jump from one elevator to another, which can only be done when kinda
60 they're both moving down
61 - multiple doors in a row (can look interesting) DONE
62 - narrow (1 square wide) corridor filled with enemies blocking it
63 - narrow (1 square wide) corridor blocked by barrels that have to be exploded DONE
64 - teleport on elevator?
65 - teleport at the bottom of a 1 square narrow hole, by jumping into the hole DONE
66 the player gets teleported
67 - narrow corridor with elevator
68 - maze from walls and/or props DONE
69 - narrow bridge with platformer elements over a hole full of enemies kinda
71 - window (low unpassable ceiling) through which finish can be seen from the
72 start location of the level
73 - three locked doors in a row at the beginning of the level, the player has
74 to go to three different locations for each key -- a "hub" level
75 - office building kinda
76 - plasma bots guarding a big stock (store) of plasma ammo
77 - warrior (enemy) right before the player at the start of the level
78 - T-shaped corridor in which two rocket-firing enemies stand facing each other DONE
79 so that the player can kill them by stepping between them, letting them fire,
80 then stepping back, making them kill each other
81 - enemy trapped between barrels
82 - teleport that leads to another teleport which is on a single high elevated
83 square from which the player has to jump down and won't be able to return,
84 making it a de-facto one-way teleport
85 - teleports placed so that the player can shoot himself with a rocket or plasma DONE
87 - exploders in a maze, hiding behind corners
88 - teleport leading to a center of big room full of enemies kinda
89 - easter egg -- a level that looks funny on the map, e.g. forms a text or a DONE
91 - squeezers with low-elevated base (a hole), on a side of a corridor -- if the
92 player is curious and jumps in, he's doomed to die -- perhaps there can be
93 many of them while one is in fact an elevator, which the player has to spot
94 and take in order to advance
95 - bullet-shooting enemies behing windows (low ceilings) in rooms that can't be DONE
97 - locked door that cannot be unlocked at the beginning of the level as a DONE
98 visual indication of entrance
99 - elevator in a narrow (1 square) vertical hole with doors at the top and DONE
100 bottom, looking like an actual elevator in buildings
101 - player goes through a difficult platformer section and at the end has to make DONE
102 takes card and has to go through the whole section again in order to also
104 - big platform made of elevators that are moving in a short vertical distance, DONE
105 giving an impression of a shaking, unstable platform
106 - warrior and/or exploder right behing doors
107 - tight maze made of barrels filled with warriors in which the player has to
108 only use knife in order not to explode the barrels and hurt himself
109 - enemy on an elevator that doesn't stop at aligned with the floor, so that DONE
110 the enemy is "trapped" on it and only appears briefly to shoot at the player
112 - platforming vertical section in which the player is going upwards out of a big
114 - level with a lot of closed doors, done by including a door texture in the DONE
115 level wall textures and then sing it for "fake" doors
116 - invisible bridge (perhaps not straight) made of blockers (invisible walls) kinda
117 over a hole, leading to an easter egg
118 - start of level: a corner blocked by an invisible wall, to indicate entrance DONE
119 - small pyramid from diffetently elevated floor tiles
125 - try to remove the debug flag (-g1) from compiler and see if it decreases size
126 - compile on BSD and WinShit
127 - Profile, epsecially Pokitto, small periodical tearing can be noticed (some
128 periodical updates probably).
129 - Compile Pokitto overclocked version.
131 - Check grammar in source code.
132 - Polish the emscripten version (is basically unplayable on phone, horizontal
133 mode doesnt show whole screen etc).
134 - Polish controls (bindings, mouse sensitivity etc.).
135 - Polish weapon switching, maybe add a key to switch to previous weapon?
137 - Switch music tracks when level starts?
138 - SDL: handle the quit signal so that the program can be closed by closing the
140 - On Win$hit builds display an anti-windshit text, by macro.
141 - save/load (optional):
142 When a level is finished, the state at the beginning of the next one (health,
143 ammo, time, ...) is automatically saved and can be restored via load option in
144 the menu. This save as well as some other things (game progress, inagme
145 settings, ...) will be preserved even adter game restart if the platform
146 implements a saving function.
149 - "Smart" weapon switching. e.g. don't auto switch to knife unless necessary, or
150 auto switch to a weapon from knife if ammo is picked up.
151 - option for vertical auto aim
153 - make zBuffer 8bit only?
154 - texture coords of floor walls should start from the floor? NO, CAUSES ISSUES
155 - vertical visual noise when standing on elevator
156 - sprite positioning inccuracy
157 - try to compress images: store images as 4 bits per pixel + 16 color palette
158 (subset of the 256 color palette), check if performance stays ok
160 - make barrels explode
164 - add enemy moving/dying sound
165 - create tables for monster and weapon stats in constants.h and read from that
166 instead of cheking with ifs
167 - check if monsters are hit by bullets from completely up close
170 - make enemies not move through items:
171 create a 2D bit array saying at which squares there are colliding items, then
172 check collisions for both player and monsters against this array (elevate
173 these squares for collisions only) -- will also be faster
174 - more level prop items
175 - let player start with 100 HP, but allow for collecting a higher amount, e.g.
177 - limit maximum ammo amounts
178 - boss (the last one killed) should drop key card, for boss levels (hardcode).
180 Probably just one long music track playing over and over -- KISS. The frontend
181 could have a callback function play_music_bar(n) which would be called by the
182 backend, the music track would be in sounds.h.
184 - level 2D map (with revealing, bitmap), special key for quick displaying map
185 - add universal corpse sprite?
186 - if space left, try blurring (lerp) the level background, see how it looks
187 - replace textures in distace with constant color for performance (setting)?
188 - enemies close to a wall often don't get drawn
189 - Architecture change: make platform files compilable and move main.c to game.h
190 (so that pokitto is .cpp, GB is .ino etc.).
191 - Bytebeat is bugged on Pokitto, outputs different values than on PC. Fix this.
192 - Player jumps higher on lower FPS, is able to jump on 4 squares. Also check the
194 - disable transparency for walls for performance (setting)?
195 - On desktop, SDL makes a high-pitched noise because of DC offset. Maybe put an
196 average DC offset for each track into assets so that music player can use this
197 to normalize the track?
198 - Player is sometimes squeezed to death in door (appeared in level 9).
200 - Add option for advanced head bobbing which will also shear the camera along
202 - compile with different compilers (gcc, clang, musl, ...) and settings, make
203 a build script that creates multiple binaries (with different combinations of
204 compilers and settings)
205 - High pitch noise in SDL music AGAIN!
206 - Add SW buttons to emscripten version so that it's playable on mobiles.
207 - When SDL level starts without moving the mouse, the camera sometimes rotates
209 - Player can be thrown inside a wall (by an explosion it seems), seems to happen
210 near door. If this can't be prevented completely, automatically unstuck the
211 player into a playable area.
212 - Try to recolor textures and give them a bit more of variety.
213 - Even if music is off, after turning on a few samples are played (also on
215 - At the beginning "FPS cant be reached" is always displayed.
216 - automatic tests: a frontend that will play the game, check the state, rendered
219 - Add FOV options. RCL doesn't project sprites with different FOV correctly -
221 - When selecting continue from menu, the player shoots - fix!
222 - FIX: running diagonally (forward + strafe) player can jump over 3 squares!
223 - add time slowdown constant
224 - On Pokitto/GB Meta sometimes after turn on the game starts midway loading the
228 - option for disabling wall transparency, for performance?
229 - weapon autoswitch: when a stronger weapon becomes available via picking up
230 ammo, maybe it should automatically be switched to (could have disable
232 - Ability to play SFX slower to e.g. give some monsters lower pitch?
233 - Force monsters that are squeezed (e.g. on door) to always move.
234 - try to make z-buffer 3 line instead of 1D, possibly like this (to keep
236 - at compile time selct X = power of 2 closest to vertical resolution
237 (or something like that)
238 - in pixel funct do something like
239 if (pixel->y % X == 0 && pixel->y != 0)
241 - open door by shooting at them?
243 - add "pletivo" transparent wall texture?
244 - make monsters die when squeezed?
245 - add robot deactivator item? (encourages "stealth" gameplay)
246 - optional graphics enhance: vertical wall shading ("ambient occlusions")?
247 - some monsters could reflect plasma, i.e. not be hurt by it, but reflect it
248 back towards the player
250 - Port to some fantasy console?