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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
- Some way to make and define levels
- Level Creation
- improved player movement
TODO:
- 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? let's see but probably not
- Implement Broad Phase Collision for efficient collision handling, let's see
- vectorize math library with simd
IDEAS:
*Levels*
Plain text file
```
version_hex
entity_count
entity_type posx poxy sizex sizey
entity_type posx poxy sizex sizey
entity_type posx poxy sizex sizey
... repeats entity_count - 3 times
(3 because we already declared 3 elements in this spec)
```
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