Adventure Game -

REVISIONS/BUGS TO BE MADE

15/08/07 - 0.44a
**<P>ause Key - Pause game** Done 15/08/07
**Timer into Minutes/Seconds** Done 15/08/07
**Health damage - \Fall thru floor to time lost -20secs** Done 15/08/07
**Move grafitti to next to bridge door top level** Done 15/08/07

25/08/07 - 0.44b

Name variable/char for units - unit.unitname="WHATEVER NAME!" ** Done 25/08/07 
Attack Rat/UNIT - FLEE when 50% health gone ** Done 25/08/07 

27/08/07 - 0.44c

DESTROY ALL BITMAPS ON EXIT!!!!! <-- FIX MEMORY LEAK ISSUE ** Done 27/08/07

Examine nano MACHINE ** Done 27/08/07

Use device - Get timer-readout/drop device timer OFF ** Done 27/08/07

Installed and show mouse ** Done 27/08/07


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Restore Rat Position......

SOMETIME STARTING WITH GUN WHEN QUITTING???-Examine quit and reinitialise variables

BREAK UP PROGRAM INTO VARIOUS .C Files

Light switches??/Lighting??

Replace BMP as Alpha-transparency PNG files

UPDATE warning-message with FBLEND tint

Timer Routines *REST(1)* dirty simple method to ensure all routines that minimum of 1/1000sec

Certain rooms - flashing lights e.g. bottom level - fblend tint?

Screen goes red in last 30 secs - flbend tint? 

Examine console - get screen read-out - timer display and meaning

NPC/unit open door if closed door is in way of movement

SAVE/LOAD routines... Simple + Complex

Long Tables - Two vertical squares (y and y+1 - north, up one square) 

WINDOWS on spaceship

More HELP/HINTS

Item/Object *bmp - displayed in stack/ontop = 
		function displayitemstack(int x, y, z)
			{
			temp_object_present=map[z][x][y].objpresent;
			for i=1 until i=max_objects, i++
                        while (temp_object_present>0)
			if (item[i].x==x AND item[i].y==y and item[i].z==z and
				item[i].status>0)
				{
				blit (backscreen, itembmp[i])
				each item at square is blitzed onto of each other
				temp_object_present--;
				}
			}


Thread Timer

Digital Font - Add/load to dat. file

Animation for walking/interacting with stuff/? ?? - COMPLEX/TIME INTENSIVE / Not high prority

Cut scenes

    i) Stepping out of statis unit

   ii) Standing next to bridge door

  iii) Opening blast door

   iv) Ship exploding

    v) Blasting off in escape capsule

Combat - Ranged/Melee

Mouse input

Radioactive gas in engine room - visual reference for helmet 
   --Gas
   --Water
   --Lava

Redo Time/Number Gfx to either digital, leds, flip/lost counter (all three choice?)




