Work is in progress, and on pretty early stages.
So, what do I have:
- 1-3 classic BD caves from ZX version, plus BD4 and BD5.
- Full 3D OpenGL graphics (models), while classic-looking and flat map.
- Smooth gameflow inspite on precisely implemented classic gameplay.
- Some control improvements (concerning in-between directions and cornering).
And there are some difficulties:
1. Firefly. We all know how it looks when it's flat. Have you been thinking how it looks in 3D? Kinda squared waves from tile(box) center?
2. Magic wall. Disabled wall - no problem. But when it's active. How can we represent all this sliding dots on a solid brick wall?
Also, I've been thinking of experemental mouse controlled mode, when LMB sends Rockford to pointed tile, and RMB stops it, and LMB+RMB -"move without moving". Assumed, that LMB clicks will be stored in buffer, and Rockford will run through all path (RMB clears buffer and stops Rockford).
* What if clicked point 3 right and 2 down. Go straight target point (by bresenheim algo)? Or firstly go down 2 steps and after that go right 3 steps? Or vice versa, 3 steps right and 2 steps down?
* What if clicked point is over some obstacles? Go around them? By shortest path?
