Continue redrawing Lukifer in the menu
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2 changed files with 5 additions and 5 deletions
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ASSETS/MENU.ase
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ASSETS/MENU.ase
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@ -21,13 +21,14 @@
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- Litter a few details along the walking path, perhaps lore clues?
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- Endless streets:
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- Add a few buildings that can be reached in 1 or 2 "cycles" of the walk-trigger
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- Maybe rid of the step-trigger, simply let the player loop around the map if they hit an edge.
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- Hospital entrance:
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- Needs seamless transition between ES and HE; preferably have Lukifer teleport to the left or right of the hospital based on his walking direction
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- Alternatively, just create the door, the blocks, and the hospital in Lukifer's moving direction (be sure to remove everything else)
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- Maybe block off movement to lure the player into the hospital?
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- Hospital main lobby:
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- Needs a way to translate a 3D area into a 2D sidescroller format: maybe add doors or walkways that change Lukifer's relative orientation?
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- The doors should slam behind Lukifer as he walks away, entering for the first time in the session. ONLY activate if facing right
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- The doors should slam behind Lukifer as he walks away, entering for the first time in the session. ONLY activate if facing right, going deeper in the building. May need a special door object.
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- Hospital patient rooms
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- ES bonus buildings:
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- Bar:
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@ -80,11 +81,11 @@
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- Head to the therapist's office; there's a coat rack there.
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-
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SDL2:
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- Figure out where the door SFX came from. They definitely weren't self-made, and while I remember they're CC0, I need to be able to prove it. As far as I know, I recall getting both door sounds from the same audio. Some candidates:
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- Figure out where the door SFX came from. They definitely weren't self-made, and while I remember they're CC0, I need to be able to prove it. As far as I know, I recall getting both door sounds from the same audio. All I know is that the audio is potentiall 44100 KHz, as the doorclose.wav sound is not resampled like dooropen.wav is. Some candidates:
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- https://freesound.org/people/babuhr/sounds/513335/ (not it, but sounds akin to dooropen.wav)
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- https://freesound.org/people/Pfannkuchn/sounds/342873/ (sounds similar to doorclose.wav, has different pitch)
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- Make font properly spaced
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- Remake Lucid Nightmares as a tracker module? It'll sound consistent across many platforms and won't be as expensive as WAV, OGG nor MIDI (if on Fluidsynth)
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- Make font properly spaced (DONE)
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- Remake Lucid Nightmares as a tracker module? It'll sound consistent across many platforms and won't be as expensive as WAV, OGG nor MIDI if on Fluidsynth (TRYING)
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- Smooth out the level change from the changeroom trigger object (at least don't jar the camera back to default position)
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- Add idle animations for Lukifer
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@ -95,5 +96,4 @@ POST-COMPLETION IDEAS:
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- Allow for non-16;9 resolutions. The camera will adjust to the internal WIDTH and HEIGHT, the frontend will offset drawing to better fit the resolution. Possible resolutions:
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- 360x270 (4:3)
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- 270x270 (1:1)
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- Add "enhancements" that alter the look of certain things to make them prettier to the eye and generally more vibrant compared to the base game, like background parallax, particles, etc.
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- Split SDL2 into a fancy (adjusts for any resolution, extra details, extend some game features) and simple (only 480x270, less detailed, bare game features) versions, maybe by making a mod?
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