Full list of everything till now../
Compiled a small list of everything excluding all the b*ll-crap.
And no, you can't see the rest of this document.
[snip]
Code:
Wish list:
- Every Jazz Jackrabbit 2(tm) feature
- Replace Epic Megagames intro with Epic Games intro
- Replace Orange Games intro with Lost Boys intro
- Replace Project2 intro with Project 3 Interactive intro
- Full *.xm/*.it-modules support (Update Galaxy Sound System or use FMOD-engine?)
- Full *.mp3/*.wma/*.wav support (FMOD-engine?)
- Any of the above mentioned music formats in their compressed from (zipped: *.xmz/*.itz/etc.)
- Custom music format (*.x2b) similar to that of Unreal (multiple songs per file)
- Custom sound effects using any of the supported sound-formats
- 24 bit colors or full 16 bit colors support (instead of 16 bit whilst using an 8 bit palette)
- Multiple tilesets per level (think Unreal(tm))
- Multiple musics per level (think Unreal(tm)), special event to trigger this
- User customizable player-models (sprites, vector or 3D models/skins?)
- User customizable in-game events (e.g. scripted as in Unreal(tm)) via scripting
- User customizable game modes (think Unreal(tm)) via plug-ins/MODs (*.x2g)
- Visual effects hard-coded instead of e.g. palet-animations (warping backgrounds)
- Gnutella-like server system (no central game-servers)
- Built-in dedicated server system
- Upon unavailability automated level, tilesets, player-models downloading
- Seperate tileset directory
- Seperate level directory
- Seperate music directory
- Episode packs (*.x2e) are renamed zip-files of the required components, e.g.
hh2002.x2e contains the following files:
hhlevel1.x2l - level 1
hhlevel2.x2l - level 2
hhlevel3.x2l - level 3
hhmusic.x2m - music file
title.gif - picture for episode title in selection screen (using magic-pink for transparency)
preview.gif - picture for episode "poster" in selection screen
hh2002.lst - level list
file_id.diz - comments (displayed in selection screen)
- Define order of levels in seperate file rather than in the levels themselves. Use *.lst for this, e.g.
hh2002.lst contains the following lines:
void start() {
hhlevel1.x2l
if ( eol == 0 ) {
hhlevel2.x2l
} else {
hhlevel3.x2l
}
}
- Scripting in levellist, allowing for multiple endings (see example above)
- Backwards compatible multiplayer games, i.e. higher version clients can connect to lower version servers but NOT vice versa
- "No fire zone"-event as a switch rather as a zone-layer, i.e. if "No fire zone" is set to "0" and the player
passes through that block, "no fire" is set to "off". If "No fire zone" is set to "1" and the player passes through that block,
"no fire" is set to "on".
- Lose current carrying weapon upon being roasted, left to be picked up by offending player
- Friendly fire options (think Unreal(tm))
- Spectator mode (think Unreal(tm))
- Easier demo/macro recording and replay options (think Quake 3(tm))
- Fix flag bugs
- Don't get stuck on corners or in (badly masked) tiles after a warp
- Team/private chat messages
- Rocket Turtles :)
- Ability to vary the shots needed to kill baddies/bosses
- Multiple events per tile (e.g. split specific events up in categories.
You can only use events from different categories on one tile at the same time.)
- Use more memory (if available; probably will need a whole lot more than the original Jazz Jackrabbit 2)
- Don't quit program upon missing a file, instead give an error and the option to go back to the previous/main menu
- Make all weapon powerups really do something (e.g. the TNT powerup does virtually nothing now)
- Fix the Laser Shield event
- Better documentation (JCS Help, Game Help)
- Easier access and usage of the bad-word filter
- Usage of wildcards in the filter
- Expand the supplied filter list
- Serverlist patch standard included
- Slide event (e.g. as in Jazz Jackrabbit 1, where you can slide on the ice)
- "Auto switch weapons"-switch
- Add commands to use in the game for e.g. changing names (e.g. "/set_name Haze")
- Add time-limit as an option for multiplayer games
- Add MOTD for servers
- In CTF and other team-modes have the engine overwrite any coloured names and use the team colours
- Add "auto-kick" option to prevent campers cheaters
- If (in online game) user is using items not present in the level then "auto-kick"
- Add some anti-spam options (e.g. if line is "displayed" more than 5 times it will be blocked out
until a different line of text is inputted)
- Make events work at the bottom and farthest right of the playing field
- Option in the level editor (JCS) to save in an older compatible mode (e.g. v1.23/v1.24 compatible)
- Players that are inputting text or commands are marked with an "!" above their heads ingame
- Bot support :) (working on the theory)
- Ability to input coloured (server)names ingame instead of using an outside tool
- Add Lori as a standard character :) (copyright problems?)
- Make local CTF work without having to put a border around the entire level
- Fix the Lori-copter problem (Lori can already use the copter, it's just not implemented right)
[/snip]
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