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authortalha <sarcxd@gmail.com>2025-01-15 14:26:29 +0500
committertalha <sarcxd@gmail.com>2025-01-15 14:26:29 +0500
commitd718dc1cfc04f1eabce48159f258a7f2dc281fc3 (patch)
treebd611715982f37bc22811cfde4ad508d69dbec6f /source/todo.txt
parent7d26a3cc6cfd9c207693ef977b0f0922d52e1d5c (diff)
Added IVec, setting up level editing
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+Project Estimation/Target ~ 1 - 2 months (was so off on this)
+well, to be fair, if I account for actual time worked, then I was not
+so off on my estimate, I think I am still in the estimation range
+Tasks:
+
+DONE:
+- gravity - very barebones version done
+- horizontal motion on ground
+ - accelerate
+ - constant speed
+ - decelerate to give impression of sliding
+- horizontal motion when falling
+ - inertia-like movement when accelerating prior to falling
+ - loss of inertia when player was at high speed before
+ sliding off and other small movement when in free fall
+ - movement and deceleration when not moving in free fall
+- Jumping
+- Fixed framerate to prevent weird quirks with movement
+- Basic camera follower
+- move from row-major to column major setup for math library
+- Efficient Quad Renderer
+
+TODO:
+- Some way to make and define levels, maybe just make this grid based?
+- Level Creation
+- Update camera follower for centering player in view (with limits) after
+ a few seconds (maybe like 2 seconds)
+- Level completion Object
+- Audio
+- make movement grid based
+- Implement Broad Phase Collision for efficient collision handling
+- vectorize math library with simd