Implement the rest of the events for AR1
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Alpha Release One will be focusing on having the Shareware Demo episode fully playable, implementing all of its events with a few specific exceptions. These are (or should be, unless I missed some) the events that are used in the three levels and their completion status.
- Hurt
- One Way
- Warp
- Set Lap and Show Anim parameters are not implemented, but the first is MP-specific and the other one is probably not used at all.
- Warp Target
- Trigger Area
- Trigger Crate*
- Buttstomp Scenery
- Destructible Scenery
- Vine
- Save Point
- Jazz Level Start
- Bouncer Ammo
- The weapon itself is not close to finished yet.
- Powered up Bouncer has not been implemented at all.
- Toaster Ammo
- The weapon and its powered up version still could use some tweaks.
- Freezer Ammo
- A good base for the weapon has been added.
- Powered up Freezer has not been implemented at all.
- Stop Enemy
- Horizontal Blue Spring
- Red Spring
- Green Spring
- Blue Spring
- Blue Gem
- Red Gem
- Gold Coin
- Silver Coin
- Hook
- Peach
- Cake
- Orange
- Lemon
- Chips
- Cupcake
- Float
- Ricochet
- A poorly working algorithm exists, but it needs more work. Relies on #7.
- Area End of Level
- It's pretty much just the black cutout effect that is missing. It's good enough for now.
- Set Light
- Color and flicker parameters ignored, their niche feature might be looked into later.
- Normal Turtle*
- Random noises and in-place withdrawing are missing.
- Tube
- Wait Time parameter not implemented. Needs to be checked if it is used in these levels.
- Text
- Belt Right
- Gem Stomp
- Spaz Level Start
- Spaz doesn't exist yet at the moment, but the level start event is there and works.
- Limit X Scroll
- Activate Boss
- Flickering Light
- See #29
- Ambient Sound
- Wind Left
- Carrot
- Full HP Carrot
- One Up
- Ammo Barrel*
- Gem Barrel*
- Ammo Crate*
- 1UP Crate*
- Bomb Crate*
- Will be empty until the next one is implemented:
- Scenery Bomb
- Bouncer Power Up*
- Fire Shield*
- Sucker Float*
- Sucker*
- As an extension of the above, even though doesn't appear as an event by itself.
- Lab Rat*
- Dragonfly*
- Madder Hatter*
- Bee*
- Bubba Boss
Events marked with an asterisk also need some kind of particle effects mechanism when they are destroyed/killed, though that may not belong to the scope of AR1.
These minor events specific to certain tilesets or niche situations will not be required (but may appear if adding them in is easy):
- Caterpillar
- Witch
- Small Tree
- Cheshire Cat 2
- Eva Earlong
Complex ones that won't be included at that time:
- Birdy
Spaz Level Start should be converted to Jazz Level Start for now; Spaz can be implemented after AR1.
The other parameters than intensity are not consistent and usually useful in the Set Light event, so consider it as done for now.