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TODO
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53 lines (40 loc) · 1.78 KB
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# First line metadata
Should include level colors, reference decal textures.
# General algorithm for start/stop mask attributes
Pick an algorithm based on expected output
Hash consumed mask coordinates to avoid duplication.
Ensure minimal execution when single mask point is found.
1. On-axis search; expect two coordinates to form a line.
GR Rails fixture uses linear
2. Grid search smallest area; expect two coordinates to form a rectangle.
- compute area for all possible points
- sort points by area
- traverse sorted points in linear order
- if point contains expected mask, return point
# Additions / Changes
- Fix color leaking on non-affected tiles.
- Marble should look like it's made of glass (material properties)
- Shadows
TR Change level 4 IN/OU teleport for trebuchet TR
MI miniature floor texture
NS non-sloped slope for visual illusions... how the hell is this gonna work?
## Pieces needed
TU tube model(s)
Archway fixture for level 4
EV vacuum model
EH hammer animated model
EB bird animated model
FL checkered flag model (note: this is conflated with floating platform currently)
RI hydraulic ramp motor (RH too)
## Surface textures needed
Some textures are yet to be defined. Need to decide how to represent and handle floor/wall decals.
SD sand texture
OI oil texture animation
BI bump-mapping (BH too)
## Behaviors needed
EM marble opponent pushes and attracted to player within proximity
EY yum should walk, look around, identify player within proximity and attempt to consume from above
MI when in minature mode, EM/EY/EA can be squashed
EB materialize from origin and fly in a straight line
EV vacuum appears when in proximity, pulls player, disappears after a delay when distant
EP pre-defined piston patterns in rhythm launch and repel player