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TODO.md

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TODO

Bugs

Notable fixed bugs

  • Disabled brake, enabled dual acceleration
  • Could turn around in the pause menu
  • Max level was still locked at 10 when I was playing through

DONE

  • Play game through on Arduboy making times for every level

    • Once without car mods, best time
    • Set 3rd place time, okay time, no mods, no shortcuts
    • Set better first place times
  • Run in online emulator

  • Github action

    • Build app
    • Build release
  • Fix zoom offset for tile zoomer

  • Arduino CLI compile works

    • Removed bootscreen for a couple hundred bytes
    • Used base for a bunch of space savings!
    • arduino-cli compile -e --fqbn=arduboy-homemade:avr:arduboy-homemade:based_on=leonardo,boot=cathy3k,core=arduino-core ArduRacerFx.ino
  • Play game through on Arduboy making times for every level

    • First place, car tuning, everything goes, best possible time
  • Save data fails to save first time in Ardens (not an issue on device)

    • FX Busy error
    • Save file at startup if it's not found
  • Simplify any levels too hard to get 99.99 sec

  • Reset maxlevel to 1

  • Integrate into a FX image with multiple games

  • Music and SFX

    • Music repeats on level select change
    • Music for Zoom needs work
    • Add Win music
  • Add points to the main screen (levels 1st = 5 points, 2nd = 3 points, 3rd = 1, haven't finished = 0)

    • 20 levels = 100 points
  • Work out why flashing text causes slow downs (Text is just slow, but fine for perf)

  • Car is too fast at high frame rates

  • Update trophy screen for 20 levels

  • Increase max time to 99.99 seconds (overflow, change to 16-bit save and 32-bit gameplay to match millis)

  • Issues with saving 32 bit indexed int, changed to uint16t

  • Configure car performance

    • Max Speed
    • Accelerate
    • Turn
  • Increase level size

  • Add more levels

  • Add an ingame map screen with current location

  • Move level times into FX

  • Rewrite Number Zoom to use FX

  • Rewrite Stage Zoom to use FX

  • Move levels into FX

    • Single level var to store current level layout
    • Max level size increase 30x30 ?
  • Use FX Save

  • Resolved performance issues

    • Change ArdBitmap to another effect

      • scroll the number tiles across the screen
      • Grayscale race starter
    • Remove ArdBitmap

      • Number zoom, create tiles and stream
  • Use fewer loads

    • Smaller tiles for maps

Skip

  • Add missing tiles to minimize rendering (game logic changes)
  • Make newline detection optional (minimal benefit)
  • Use FX Arduboy Font (my impl is simpler)
  • Update all graphics to grayscale (not fast enough)
  • Add a win video (waste of space)
  • Add new car models (not without grayscale)
  • Use Grayscale (not rendering fast enough)
  • Move screen back when car is going faster
  • Last lap isn't clear for changing lanes (just gonna do it)

Features

  • Locked 60 fps gameplay
  • More levels
  • Bigger levels, 60% bigger and 3x for some.
  • Modify car stats for each race
  • Save data on FX, no more overrites
  • Double the frames for car direction
  • Map display
  • Better sounds
  • Music
  • Beat the Dev (my best times are the best times)
    • First place, any method, any car
    • 2nd place, follow the track, default car
    • 3rd place, a few seconds off the pace to allow easier progress.
  • 99% Arduboy Memory used.
  • 50kb of Arduboy FX Data!

Technical callouts

  • Levels on FX
  • Tile sets on FX
  • Updated Draw routines for FX
  • ArduBitmap ported to FX for 1 use case
  • MipMap zooming using FX draw
    • Doing the offset for the tile differences
  • Dynamic tilemap caching and windowing
  • Adding ArduTonesFX
  • Debugging
  • Performance Tuning Display Routine, finding map issue
  • Arderns
    • Undoing my cross platform code

Failures

  • Getting framerate sufficient for grayscale

Skipped for release

  • Map explorer - Right press on level select
    • Up down left right to pan
    • A change zoom level 4x ?
    • B exit back to level select
  • Custom map builder