Okeydokey.
New(or rather OLD) update.
I was cruising through the old SF bugs and I discovered these gems(NOTE! READ AT YOUR OWN RISK. THESE ARE POTENTIAL SPOILERS FOR 1.7):
Click here to view the secret text
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Task Summary:
BUG: Pheonixes ignore non-diagonal squares
Original Comment:
If a diagonal-flying pheonix reaches a no-diagonal square, it flies through it without trouble.
Also, if it starts in one.
BUG: Fuse adjacent to bomb counts as edge
Original Comment:
Fuses don't check for bombs nearby when Beethro steps on them, so if it's the last fuse square in line before a bomb it will light if Beethro steps on it, since it thinks it's an edge.
Task Summary:
BUG: Flow stopped by a serpent never restarts
Original Comment:
Make a small corridor with a flow generator at a dead end. Add a serpent going towards the F.G. The flow has nowhere to go until the serpent shortens up and dies, but never restarts flowing.
Character monster
Original Comment:
A character may take the form of Halph, the Slayer, the Negotiator, or possibly one or two other characters not decided upon yet. Note that the CMonster-derived Halph (CHalph) or Slayer (CSlayer) will look the same as the Halph or Slayer represented by CCharacter, but different code is used to show the two different versions. Sometimes, as a way to develop the story, the Slayer will walk into a room, say something mean-spirited and leave without engaging Beethro. In this case, we just use CCharacter and make it look like the Slayer. Another time, we use CSlayer to have an aggressive battle with Beethro. To the player, the two different game elements will appear the same.
Character Attributes
These attributes should be specifiable per character (probably create a new "Characters" table to hold them):
- In-game appearance using tile IDs for each of the eight directions and the eight alternate animation tile IDs.
- Face frames (goes in topleft face area where you see Beethro normally) for all of the moods that Beethro has (normal, afraid, etc.) plus a "talking" state that specifies an extra frame in each mood with the mouth open. The characters may not necessarily use all the moods, but each character will at least get a Normal and Normal_Talking frame.
- Eye movement rectangles for left and right eyes in the face area. Note that left eye may be a different size and shape than right eye.
We may wish to move the hard-coded animation rules for Beethro's face into Character data so that one general set of routines can be used to animate the face box for different characters.
So, discovered confirmed elements are:
Click here to view the secret text
×
Pheonix: Only moves diagonally
Only-Diagonal Squares: Only let things move diagonally
Characters: Still fairly vague, possible battles
The Flow: Emits water. See the upcoming section on
www.drod.net for more details.
Bombs: See the upcoming section.
*Finished rooms stay finished even upon leaving level
*Only-Orthagonal Squares: Only let things move non-diagonally
**Selecing different stairs exit points for different stairs
Stars is uncertainty. For instance the first item is confirmed by bug reports; while the last item is implied by something confirmed on the board.
I know I'm missing a few things... if anyone can see what I didn't remember please don't hesitate to post.
~joker5
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Two words: Beam Waffle!"
-me