1.5 KiB
1.5 KiB
to do
game data structure
what is the distinction between animate and inanimate objects?
idea:
- "tiles" which can animate, and optionally block movement, but have no other behaviour
- "things" which can have complicated behaviours
- ditch foreground/background?
- no - player character needs to be on top of a background image
- each position could have (optionally) a tile and (optionally) a thing
- things have render priority
- no - player character needs to be on top of a background image
colours
~convert colours to hex~
- ~accept abcdef, #abcdef, 0xabcdef (inc. uppercase)~
- ~export as #abcdef~
palettes
- replace toml with .hex format?
- what else is available for palettes?
- ~JASC .pal (yes)~
- Photoshop ASE (nah - seems rather proprietary/difficult to parse)
- ~GIMP .gpl (yes!)~
- .png
- .hex
- .txt
- what else is available for palettes?
parser
- ~move tests into their respective modules where appropriate~
players
- ~graphics~
- re-use player avatar drawing function as generic image drawing function
- text (how?)
- support older graphics adaptors
linux
- ~get working~
windows
- ~try to compile~
- does not work on my acer laptop (2012)
- does not work on my windows 8 VM
- works on my computer via wine!
future: arm/raspberry pi?
web
will need:
- base64 decoding
- zip parsing
- webgl or something?
- audio??
editor
- build something in egui
- can we do a web version that works with zip files?
- investigate zip compression/decompression in rust