From 97d5606cee487f08798d41162143dba4b75cfa50 Mon Sep 17 00:00:00 2001 From: Lukas Krickl Date: Tue, 5 Aug 2025 09:55:15 +0200 Subject: [PATCH] Updated TODO --- TODO.md | 36 +++++++++++++++--------------------- 1 file changed, 15 insertions(+), 21 deletions(-) diff --git a/TODO.md b/TODO.md index 8e7551b..287f3dc 100644 --- a/TODO.md +++ b/TODO.md @@ -34,16 +34,11 @@ [x] The camera always centers on the current unit [x] All units are always visible [x] Tiles can be impassible, walls or walkable -[ ] Tiles may cost extra movement to pass -[ ] Every map map may have up to 8 named npcs (saved as killed flag in sram based on map-id) -[ ] Every map may have 4 containers containing up to 4 itmes each. (collected flag saved in sram based on map-id) -[ ] Every map can call a custom load routine and save routine based on map-id (look up from a table) -[ ] Every map gets 8 bytes of save data -[ ] Every map has an exit table -[ ] Tiles that are flagged as exit have all the rest of their flags point into the exit table +[x] Every map has an exit table +[x] Tiles that are flagged as exit have all the rest of their flags point into the exit table [ ] Exits may be locked -[ ] Doors may be opened and can unveil more of the map -[ ] Implement partial map redraws. Allow queueing up a map redraw which then is processed over several frames. Allow setting a start address, tiles per row and rows to redraw. +[x] Doors may be opened and can unveil more of the map +[x] Implement partial map redraws. Allow queueing up a map redraw which then is processed over several frames. Allow setting a start address, tiles per row and rows to redraw. # Items @@ -65,8 +60,8 @@ [ ] Display active unit player stats hp, mp and fatigue [x] Only center camera on player -[ ] Implement shadow UI tileset similar to how a map is kept in ram -[ ] Allow queueing up a redraw of the UI +[x] Implement shadow UI tileset similar to how a map is kept in ram +[x] Allow queueing up a redraw of the UI ## Randomness @@ -80,20 +75,19 @@ ## Map-gen -[ ] 9 maps are hard-coded with exit tables -[ ] Each map has their walls or exit tiles set up on the edge -[ ] on non-wall tiles rooms are generated +[x] 9 maps are hard-coded with exit tables +[x] Each map has their walls or exit tiles set up on the edge +[x] on non-wall tiles rooms are generated [ ] The player cannot return to previous floors -[ ] The enemies that may appear on each floor should be randomized from a list +[x] The enemies that may appear on each floor should be randomized from a list [ ] Some enemies are hard-coded to appear [ ] Some floors can have hard-coded maps that load in [ ] Chest tiles are placed randomly -[ ] Enemies are placed randomly -[ ] Map-gen places small rooms -[ ] It searches for a spot where empty tiles are large enough for the room to fit -[ ] It places doors to a wall it finds nearby. -[ ] It repeats this until no more rooms can be placed -[ ] Lastly all empty tiles are replaced with floor tiles +[x] Enemies are placed randomly +[x] Map-gen places small rooms +[x] It searches for a spot where empty tiles are large enough for the room to fit +[x] It places doors to a wall it finds nearby. +[x] It repeats this until no more rooms can be placed [ ] Each level has its onw post generation step that can be run [ ] Each level has a hard-cided post step that places the exit to the next level [ ] Each level has a shortcut to town (previous entrance) -- 2.30.2