Things that still need to be done:
(in order of priority)
Get some more sleep. Since I started at ParaLemmi again, almost all nights I had just six hours of sleep or less. Should be a little more.... Things are getting better.
Fix the jet. At the moment, the jet is broken, and thus should be fixed. No, it's not THAT broken anymore, just a little bit. Like the wings are transparent...
Make the current bullet lethal. Although it is partially (I can now shoot the plane), the lemmings still are immortal.
Let the gun be aimable at least a little. The gun should fire more ways than just up.
Release demo after the above things are implemented. Speaks quite for itself, doesn't it?
Convert the rest of Han's Sprites. Han made some very cool sprites for me, in a PCX file. Now I need to convert the PCX file to lynx-spites. Now I just did one (the jet), with more to folllow soon.
Make Bullet-course table. The lynx isn't made for math, and doesn't like doing it. So, instead of doing the difficult maths on the lynx, I must write a pc-program in Turbo Pascal to produce a table with all the needed values. Turns out to be more difficult than I had anticipated...
Make game more playable. Almost everything is here: There's a gun, there are lemmings falling from a plane, you can aim the gun, but you can fire only one bullet! And only straigh upwards! 'z Nie Goed! (Never mind this, it will probably be only understood by Han).
Streamline the gun-code. At the moment, you can change the gun's angle, although you can't shoot yet. See it as if the gun was a bargain, but at home you find out you have to order the ammo seperately. Anyway, the way to view the turret is, at the moment, quite processor intensive. At the moment, it checks from completely to the right, to completely to the left if the gun is pointed that way. Simplyfied, it comes down to this. The lynx thinks "Is the angle bigger than 90, then it should point up. Is it smaller than 90, it should point down a little. Is it smaller than 80, it should point down a little more. You can image, if the angle is 10, this is a long way to go. Instead, it should go: smaller thatn 45? yes? then smaller than 23? no? smaller than 34? etc.
Get a cool logo for ParaLemmings. I mean, this is boring right now. Could be used as a title screen as well. Han? (hint....)
Convert the rest of sprites of the old format to the new. Not so long ago, I didn't know how to use the Lynx' excellent sprite engine. As such, I used to draw all the animation sprites using a pixel-per-pixel approach. This of course WAY to long. When 2 lemmings were walking across the screen, they were running at about the right speed. If there were 3 Lemmings, it was 50% too slow, and so forth. Now I have converted all the frames of a falling lemming, and I still need to do the walking lemmings.
Make intro, and add other cool things Han and I came up with.
Find out how Sound works. Haven't really looked into this issue yet, as it's not really necesserary to actually play a game. It would improve the fun, though.
Find out how Timers work. I still think this is a neater way to time the game, but it's more complex. So, maybe later.
..
..
Think out Multiplayer game. Think of a way to play this game with 2 players.
Find out how ComLynx works. When I plan to use it, it helps a lot if I know how to do it. So far, there was no need for me to work out comlynx-usage. So, I didn't.
Implement Multiplayer game. Well, have a guess. No idea's? REALLY none? OK. Here it comes: Implement Multiplayer game. Yes, seriously! :)
This page was created by Laurens Simonis using the latest beta of Panther and PSP 4.1.