diff --git a/ASSETS/MENU.ase b/ASSETS/MENU.ase index c4969c7..0aa425a 100755 Binary files a/ASSETS/MENU.ase and b/ASSETS/MENU.ase differ diff --git a/DOCS/TODO.txt b/DOCS/TODO.txt index a6c08d0..b989a41 100755 --- a/DOCS/TODO.txt +++ b/DOCS/TODO.txt @@ -21,13 +21,14 @@ - Litter a few details along the walking path, perhaps lore clues? - Endless streets: - Add a few buildings that can be reached in 1 or 2 "cycles" of the walk-trigger + - Maybe rid of the step-trigger, simply let the player loop around the map if they hit an edge. - Hospital entrance: - Needs seamless transition between ES and HE; preferably have Lukifer teleport to the left or right of the hospital based on his walking direction - Alternatively, just create the door, the blocks, and the hospital in Lukifer's moving direction (be sure to remove everything else) - Maybe block off movement to lure the player into the hospital? - Hospital main lobby: - Needs a way to translate a 3D area into a 2D sidescroller format: maybe add doors or walkways that change Lukifer's relative orientation? - - The doors should slam behind Lukifer as he walks away, entering for the first time in the session. ONLY activate if facing right + - 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. - Hospital patient rooms - ES bonus buildings: - Bar: @@ -80,11 +81,11 @@ - Head to the therapist's office; there's a coat rack there. - SDL2: - - 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: + - 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: - https://freesound.org/people/babuhr/sounds/513335/ (not it, but sounds akin to dooropen.wav) - https://freesound.org/people/Pfannkuchn/sounds/342873/ (sounds similar to doorclose.wav, has different pitch) - - Make font properly spaced - - 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) + - Make font properly spaced (DONE) + - 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) - Smooth out the level change from the changeroom trigger object (at least don't jar the camera back to default position) - Add idle animations for Lukifer @@ -95,5 +96,4 @@ POST-COMPLETION IDEAS: - 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: - 360x270 (4:3) - 270x270 (1:1) -- 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. - 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?