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TODO.md

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Quick Stuff

General

  • Re-check all default settings, see how they feel, etc
  • Powerup icon animations on the HUD that use ANIMDEFS are no longer working for some reason
  • Add combo stuff to rank payout level section
  • Clean up the crate hacking interface a bit (use IDs, prevent overlaps, etc)
  • Rework the way auras drop items; in particular, use the Inventory Transfer flag to make enemies drop backpacks
  • Add more CVARs to customize the loot generator (how it calculates max items in particular, player level, player luck, map number, combinations, etc)
  • Add a ticker/notice display for different events (shop special item changes, rolling events, reinforcement spawns, etc)

DRLA

  • DRLA HUD needs it's drawing order reviewed to make sure nothing is overlapping with each other
  • Double-check all DRLA icons, sprites, info and etc in the ItemData
  • DRLA ammo counters for synthfire weapons are reversed on the HUD
  • Double-check that all DRLA assembly tokens are actually saved with the charsave system
  • Investigate the Death's Gazes artifact stunning power pissing off marines and other Outpost appliances when it's already got a check not to
  • Add immunity to megabosses from the Death's Gaze death stunlock
  • Add a DRLA only corrupted player event, fuck you die
  • Add Utility skills similar to DRLA's skulls
    • Ditto for recall phase device (mark/recall system)

Events

  • Sinstorm's demon spawn cubes spawn monsters inside of walls and each other, which frankly looks silly as hell
  • Event object spawning (Power column, Radiation Neutralizer) needs to be randomized so that it doesn't consistently spawn in awkward places

Turret

  • Change turret maintenance timers to percentages instead of times since timers lose accuracy with upgrades
  • Revamp overheat system's numbers for the addition of upgrades for it
  • Add a beam/team skill to slowly clean Toxicity from the player
  • Empty crates should be omitted from the crate sensor beam iteration
    • Add a FindCrate() function which takes a TID and returns the found crate with that TID to help with this

Brightmaps

  • Low Power Generator
  • Turret parts crate
  • UAC supply crate

Sounds

  • Many skill usage sounds are placeholders and need replacing
  • Status effect hit and avoid sounds are also placeholders
  • Extra Life pickup and use sounds
  • Add ambient stingers for when the music is off, just to fuck with you :D

QoL

  • Add a way to take everything out of a crate similar to bulk withdrawal from the Locker

Bugs

  • Modpack save/load is broken
  • Infinite ammo related buffs are broken
  • Furious Fusion stops working every time you sell a weapon?
  • Look into summons always attacking the Force Wall object
  • Whenever allied Arch-viles resurrect enemies they becomes allied too, but their auras act versus you
  • Unequpping a shield eccessory that isn't equipped tries to run script 0
  • Nuclear bomb event HUD not removed on next map if you escape rather than defuse
  • Co-op PIP is still not working properly

New Augmentation System

  • Remove shield accessories, they will simply become a 4th part to shield building
  • Completely rewrite the Augmentation system to support categories, multiple enabled effects, and easier to handle/read battery usage
  • Remove the current HUD widget and move its info up into the Credits/Module/Medkit widget, since they will play a much more active part in-game, the battery should be visible at all times with effects active
  • Revamp and recategorize all the accessory effects into their own categories (Yholl offered to do this)
  • Make the effects more generic and not just tailored to shields (Yholl offered to do this)
  • Upgrading effects will have different benefits depending on the effect type
    • Static effects offer a few levels and change fairly drastically between upgrades
    • Scaled effects have a max level of 100 and scale their bonus slowly
    • Optimized effects have 10? levels which decrease the battery usage, but don't modify the effect at all
  • Slot upgrades can only be used on a single category, which will increase the maximum effects you can have active in the specified category by 1
  • The initial unlock of an augmentation will require a normal canister, further upgrades to it will require an upgrade canister
  • Some effects will only discharge battery when used or triggered, while others discharge passively while active

New Shield System

To be rewritten into a more randomized parts system which is easier to handle and maintain, details later

Sprinting/Dodging System

  • This can utilize DRLA's existing stamina system, don't really see any point in having such a system in vanilla where the enemies are much less varied and agile

Rewrites/Reorganization

  • GUI System, Finish the GUI library and move all menu and related things to using it
  • Arena System to support separate arena maps and their own self-contained scripting