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TODO

TODO

Levels:

  • Convert door positions for room to reference representation
  • Build levels using only specific room sizes and door positions
  • Use real graph for test floor
  • Map generated rooms to room files

Mechanics:

  • Something like spikes
  • Laser turret thing that follows you with lag
  • Gravity zones
  • Paired laser turrets / floating spheres
  • Low friction ground platforms

Graphics:

  • Movement / sliding particle effect
  • Add another ground texture
  • Jump particles
  • Dash particles
  • Randomized palette swapping (per floor?)
  • HUD

Controls:

  • Controllable jump height

Notes

gemdev videos: https://www.youtube.com/playlist?list=PLXU8Ef7V1A0EmNcBTy5EBCLUYay8Rz5A4

openGL debugging: https://software.intel.com/en-us/vcsource/tools/intel-gpa
GLSL optimizer: https://github.com/aras-p/glsl-optimizer

Fixed timestep: http://gafferongames.com/game-physics/fix-your-timestep/

Shaders:
simple to understand starfield: http://glsl.heroku.com/e#6904.0
starfield with more stuff: https://www.shadertoy.com/view/MslGWN
noise in GLSL: https://github.com/ashima/webgl-noise

gfx ideas:
background: parallax diamonds like this @14min https://www.youtube.com/watch?v=hoENAVmCm68
nice colored triangle things: http://qrohlf.com/trianglify
LASERS: http://codepoke.net/2011/12/27/opengl-libgdx-laser-fx/

others:
iforce2d channel: https://www.youtube.com/channel/UCTXOorupCLqqQifs2jbz7rQ
wheel sparks/dust: http://www.iforce2d.net/b2dtut/particles

Mechanics:

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