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-NOTE:
--------
-Some of the TODOs should be done AFTER the whole game logic is implemented
-else the game disasm and reimplemtation code become even more different
-(unless I decide it's ok to do it :)
-
-TODOs which can be done any time:
------------------------------------
-- Cleanup
-- Clean up staticdata structs to look more like the ones in create_neverhood
- (e.g. by using template classes etc.)
- - Or use a common base class and manage all stuff in one single table and cast stuff accordingly
-
-TODOs which should be done only after the game logic is finished:
--------------------------------------------------------------------
-- Maybe rework organization of files (e.g. put ALL Sprites into one separate file, same with Modules and Scenes)
- - This would solve the problem of how to organize stuff which is used several times, and less headers would have to be included
- - The move special scenes (SmackerScene) into the scenes file
-
-DONE:
--------
-- Implement game menus
-- Rework sound system (I don't like that SoundResources need to be explicitly initialized in Scene constructors)
- - Should be just a handle object which initializes itself
- - Play routine should fill the handle so it can be stopped/queried later
- - Basically like ScummVM own sound handles
-- RE and implement yet unknown music/sound stuff
-- Implement clever sprite redrawing code (dirty rectangles, microtiles etc.), only redraw what's neccessary
-- Rework the resource system
- - The current system can be simplified a lot
- - Also resource purging needs to be implemented
-- Maybe merge CollisionMan with Scene (since it's so far never used independently)
-- Give placeholder stuff (e.g. sub?????, _flag??? etc.) better fitting names
-- Use CursorMan for the mouse cursor (instead of using it like a normal sprite)
- - This whould make it neccessary to call _system->updateScreen more often else
- the mouse movement would be choppy
-
-TODOs which are experimental:
--------------------------------
-NOTE: Since they affect the whole game, they really should be only implemented once the full game logic is implemented.
-These are nothing more than wild ideas for now, any might never be implemented.
-- Use states instead of separate callback methods
-- Try to move more stuff to neverhood.dat
-- Try to use more template functions instead of manually creating functions
- (Can be coupled with the above to move parameters to the dat and only use IDs)