Continue redrawing Lukifer in the menu

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blitzdoughnuts 2025-01-12 10:45:08 -05:00
parent bd12cf1568
commit f642e83048
2 changed files with 5 additions and 5 deletions

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@ -21,13 +21,14 @@
- Litter a few details along the walking path, perhaps lore clues? - Litter a few details along the walking path, perhaps lore clues?
- Endless streets: - Endless streets:
- Add a few buildings that can be reached in 1 or 2 "cycles" of the walk-trigger - 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: - 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 - 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) - 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? - Maybe block off movement to lure the player into the hospital?
- Hospital main lobby: - 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? - 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 - Hospital patient rooms
- ES bonus buildings: - ES bonus buildings:
- Bar: - Bar:
@ -80,11 +81,11 @@
- Head to the therapist's office; there's a coat rack there. - Head to the therapist's office; there's a coat rack there.
- -
SDL2: 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/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) - https://freesound.org/people/Pfannkuchn/sounds/342873/ (sounds similar to doorclose.wav, has different pitch)
- Make font properly spaced - 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) - 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) - 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 - 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: - 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) - 360x270 (4:3)
- 270x270 (1:1) - 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? - 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?