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TODO.md

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TODO list

  • Route Sarudnahk

    • Survival/movement
      • Tweak boid behavior (weights)
        • Need to become better at juking/avoiding getting hit
        • Need to handle the skeletons differently, they hit very hard (bigger weight to avoid)
        • Need to avoid getting stuck on terrain
        • Fix heal glitch (can switch to "no" option)
      • Improve health pickup code
        • (r^2 distance? Must find a way to only prioritize closest, or risk missing a bunch)
        • Weight according to health level
        • Maybe just pick closest and put all boid behavior on that
        • Must avoid issues where the code locks movement
    • Lich boss fight
      • Completing combo correctly when fighting Lich (sometimes fails to combo)
      • Movement post-battle (gets stuck on rocks). Boid-like behavior with list of obstacles?
  • Fix saves so that shopkeeper is unlocked: (Could also check in final turn if the shopkeeper/chest is there and adjust)

    • sacred_grove
    • amulet_cave
    • aogai2
    • black_citadel

Improvements for later

  • Save games/Main menu

    • Clean up main menu navigation code? Checking for if New game is available
    • Actually use menu memory pos
    • Load game will not work correctly if all 5 saves are used
  • 3D Movement and combat

    • Display hp in zelda mode
    • Clink attacks from just out of range, swinging in the air
    • Handle pathfinding past breakable objects (bushes/pots). Can do this manually, but it's less elegant
  • Pathfinding

    • Fix the pathfinding to reduce the number of nav nodes/checkpoints, and have the TAS beeline for objectives when possible (use rays to detect map collision)
    • Path adjustments due to being hit/diverging for attacks
      • Use the full navmap, don't recalculate AStar? This would require holding all the navmaps in memory, so maybe not so good
  • Improve knights combat logic

    • Account for spaces that are invalid (not passable). Can use navmap here
  • Overworld gli farm

    • Improve on encounter manip logic
      • Allow for entering/leaving Meadow as manip (relatively quick, worth it? Consistency?)
  • Papurika

    • Minor pathing issues
  • Cavern

    • Improve on encounter manip logic
      • Read chest timers from memory and avoid moving just before they advance RNG?
  • Noria

    • Improve on 2xBat room (can fail detection). Should menu-skip on bat kills.
    • Improve on skeleton juking. Can lure the first one to not get in the way.
    • Fallback for floor puzzle (need to know when we fail)
    • Add menu-manip on floor puzzle end.
    • Fallback for fireballs? Can sometimes fail on this section (need to be able to reset the maze)
    • Deathwarp
      • Allow for other save slots than 0 to be used
      • Bugs in timing. Use cursor memory value to ensure we are actually selecting things correctly
    • Bossfight Dark Clink
      • Make the logic more complicated (though maybe it doesn't need to be?)
      • Menu glitch after boss death
  • Aogai

    • Map for display
  • Sacred Grove

    • Optimize weapon swapping in the south-east puzzle
    • Fallbacks for accidentally killing bats with the arrows in the puzzle
      • Safety could be to just kill the first bat?
      • Can check for statue on the way north and shoot an arrow.
    • Menu glitches
  • Zephyros ATB fight

    • Double turns confuse the TAS (when both Clink and Kaeris act at the same time). Kaeris will take the wrong action
    • Fallback for if we run out of potions (hasn't happened so far, but could in theory)
  • Final Zephyros fight

    • Improve/optimize movement
    • Get in 3-4 attacks in the first phase
    • Dodge attacks in armless phase (run in the correct direction)
    • Improve on movement in armless phase (doesn't correctly anticipate where the enemy will end up. Sometimes hit twice)
    • Dodge red attacks in Ganon phase (detect, move out of the way) if we are low on health
  • Terminal improvements

    • Experiment more with Textual/Rich
    • Fix so that the map/stats window has fixed height, to prevent crashes when the window is too small