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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
- Added comments to the level file format
- Level completion Object
- Better level format, not having to specify the level element count
in the level file.
- Added invert gravity mechanic
- teleport block mechanic
DOING:
- improve level design features
* add lines for easier distinction
* get world position via mouse
BLOCKED:
- Audio: figure out what the correct audio sound for jumping will be.
TODO:
- Update camera follower for centering player in view (with limits) after
a few seconds (maybe like 2 seconds)
- Implement Broad Phase Collision for efficient collision handling, let's see
- vectorize math library with simd
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