-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathTODO.txt
27 lines (22 loc) · 1.67 KB
/
TODO.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
GRAPHICS:
- Reimplement intro using the gfx submodule for proper graphics rendering
- ( Retain terminal-based portion for android testing / development as the creation of a window with the NDK doesn't work properly; and on that note, test building for android to see if using the gfx bindings would work at all )
AUDIO:
- Complete midi writing and testing for themes/sound effects
- Use Dream.wav for character creation sequence
FONTS:
- Look into using custom font to allow use of custom characters for special cases (e.g. for key items, special in-game objects, etc.)
- Refer to `rcd sdl2_test`, its usage of the tff submodule, and implement something like it to display text in a proper window
- Refer to fontforge docs and the style of the PokemonGb ttf to implement special characters as needed
INPUT:
- Refer to the event processing in src/menu/mod.rs to only process the last given (valid) event
- Implement interactivity into the dialog box, as well as a border. The border should use the same one
as indexed by the global options
- Time-based input refresh used in main menu should probably be used everywhere
SAVES:
- Basic global options saving functionality is present, but needs to be expanded as game is developed further
- Conditionally store/read save files in/from different locations based on OS
IMPLEMENTATION NOTES/IDEAS/SPECIFICS:
- How to come up with consistently unique player IDs (for use in Monster struct)?
- Party should have a slice of &mut Monster, up to 6
- in src/menu/mod.rs, instead of matching on the event code THEN the selected menu option, match on the menu option THEN the event code (button press in this case)