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authorrodri <rgl@antares-labs.eu>2023-03-08 20:59:10 +0000
committerrodri <rgl@antares-labs.eu>2023-03-08 20:59:10 +0000
commitb545537c9a6c7d32976b863cbb14792980d31e3d (patch)
tree71cb8c74c6be18ab80dbfb0c92fccdc580788439 /todo
parent941d146cea7d0c2ce872e599622a5c9e01d37fe2 (diff)
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implemented states to represent game scene stages.
added an intro as well.
Diffstat (limited to 'todo')
-rw-r--r--todo13
1 files changed, 8 insertions, 5 deletions
diff --git a/todo b/todo
index 6827ae2..bccfa18 100644
--- a/todo
+++ b/todo
@@ -7,11 +7,14 @@
[ ] hyperjump
[ ] minskytron effect
[ ] engine damage on every jump
-[ ] different screens for each game state
- [ ] intro
- [ ] connecting to server
- [ ] waiting for a player
- [ ] main game
+[✓] different screens for each game state
+ [✓] intro
+ [✓] connecting to server
+ [✓] waiting for a player
+ [✓] main game
[ ] reduce the amount of data sent on every NSsimstate packet
[?] the client must try to connect continously
> there's an error in the udp stack that doesn't allow the client to receive packets if run before the server is up.
+[ ] more realistic DEC Type 30 CRT emulation
+ [ ] the right colors (fg: 0x3daaf7, fgblur: 0x0063eb, bg0: 0x79cc3e, bg1: 0x7eba1e)
+ [ ] the right decay function