|Master484||Date: Friday, 2013-11-08, 2:16 PM | Message # 1|
|This is a list of things and upgrades that I'm still planning to add to the M484GCS in the future. |
I'll remove items from this list when they have been added by new version upgrades.
And also I may add new items to the list when new ideas appear.
- R-type style Charge Weapon method + meter
- Gradius style Weapon choice system
- Defender style Left/Right scrolling
- 2-Player Mode
- Level Select
- Player Select
- Arcade style "Credits", "Continue Countdown" and "Attract Modes"
- a "Shop" module (will be done as a new "Level category" I think)
- Smash TV style Fire Button Held down ---> Player direction lock
- "Old Weapon Remember" option for Player Transforms. (right now the absence of this limits many things)
- Ability to have a different starting Player Types for individual Levels.
- The Map Editor should be to upgraded to real WYSIWYG (What You See Is What You Get).
Right now it displays objects accoring to their "Level Object IDs"; drawing is started from "ID 1"
and ends at "ID 200", and "Object Layers" are totally ignored...which can be a huge problem sometimes. :(
(In the coding side this is an even bigger problem: The "design solution" for the Map Editor is bad and too
complex...but this can be fixed, and should be.)
- A related problem to the above one:
The EDIT SHELL ---> Shell Editor / Extras Editor thing is very confusing, and must be made more logical.
- Need 360 degrees "aim shooting" script for objects, combined with "degree +- change" feature.
- Need to add a new Object Type (or some other entity) called "SCRIPT GIVER", which will launch a script in the object that collides with it. This allows us to "program" object behaviour in a more accurate way (think about ghosts in a pac-man maze; their movement decisions in intersections will be triggered by this "SCRIPT GIVER")
- The "Curve" and "Half Curve" Scripts are half-broken...although they work and are safe to use, you'll notice quite often the last stage of the curve looks bad...but this is not so serious; a series of "Smooth Aim Move" scripts can be used instead to create smooth looking curves...so I don't know what to do with the curve scripts. But it's either Repair or Remove. :)
- A better platformer logic support for the Engine: Ladders, "Jump Through" Platforms, "Speed Dash" for the Player, "Super Mario" style blocks + ability to cause "jump damage" to enemies. When finished, the Platformer model should be able to mimic both Megaman X and Super Mario. :)
- Mouse Support
- Sprite Z-Ordering possibility
- More Screen Resolutions
- Possible Beat'em up support
- Change programming language from BlitzPlus to BlitzMAX.
- BlitzMAX would allow things like Alpha channels(advanced transparency effects) + real time sprite rotation and scaling. Maybe these features should be added.
- Also BlitzMAX would make it easier to port the program to Linux and Mac. (In fact only the BMAX source code would need to be compiled with those machines)