Twice Risen features list
DO NOT DISTRIBUTE! FOR INTERNAL USE ONLY

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This list is in no way final. It has been separated into multiple sections.
If you think of anything, send it to me and we can consider it's inclusion. 
Feedback is, as always, a good thing.

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Primary Engine Features are very important, and need to be added to bring
the DOOM engine up to a higher standard and remove some play bugs as well.

Primary Game Features are the most important - they will separate TR from 
other TCs, giving it it's own personality. 

Secondary Engine Features and Secondary Game Features are less important, but 
still should be added because they enhance the gameplay. They would just be 
added once we have some of the primary features working, so the level editors 
don't have to wait to get started. 

Other Possibilities are still to be decided. Items in this section may be 
controversial in the DOOM community as to their addition to the gameplay, or 
they may just be hard to do and take up more time than we may want to use. 

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I've got a small item marking system here.

Symbol            Meaning
  *      it shouldn't take long to do.
  -      it might take a while.
  ?      I have no idea.
  !      It's already done.

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Base: ZDoom

Primary Engine Features:
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! Shootable glass/other surfaces
        Linedef trigger
        Switches impassable flag to "off"
        Custom sound, possibly random from specific selection

Primary Game Features:
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- Friendly AI
        Friendly soldiers
* New Weapons; do not replace old
? Laser weapons
        Translucent solid-color lines from firing point to diffusion point
        No sprites included
        Pass through things
* New Monsters; non-replacing
? New powerups; non-replacing
        Stealthsphere - full invisibility unless damaged/attacking
        Reflection Artifact - transfers damage to attacker
? Shielding system; does not replace armor
        Solid / Energy / Special types
        Solid absorbs all solid rounds
        Energy absorbs all energy rounds
        Special absorbs all rounds at twice the shield cost
        Absorbs damage until completely worn out
        External counter extends from status bar
* Player enhancements
        Image enhancement when damaged (PLAYPAL/COLORMAP)
        External health containment (up to 300%? 500%?)
? NPAC (Nuclear Powered Armor Carrier)
        Dedicated ammo/weapons/armor 
        Does not trigger autoaiming
        Player (visible from outside) actually rides on top of armor
        Definable weapons/initial ammo with things placed at same (X,Y)
        Enter/exit via USE buttons

Secondary Engine Features:
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* New multiplayer options
        Respawn item time               (in number of seconds/gametics)
        Respawn weapon time            (0 means one pickup per lifetime)
        Respawn powerup time                (-1 means never respawn)
? Atmospheric/environmental effects
        Swimming/Drowning
        Lightning/Rain
        Etc
? Inventory
! Things which affect sector light levels (destroy=less light in sector, etc.)
- Enhanced monster AI (dodge rockets, take cover) for new enemies


Secondary Game Features:
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* Cinematic scripted sequences in-game
- Nuclear explosions
* New armor powerup; provides more protection

Other Possibilities:
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? Mirrors (Texture and flat, can be translucent)
? Double sprite drawing:
        Basically makes over/under areas possible and seamless. It would mean 
        drawing a sprite in two identical sectors relative to the teleport
        linedef. It would make a player visible from above and below regardless
        of their actual map position. If you don't get what I mean you can
        e-mail me, but believe me it's cool.
? Wall-weapon damaging
- Dynamic lighting/light sourcing
? Transparent & translucent (& reflective?) flats
? Use of beta BFG
- Secret weapon: Dimensional Fracture Rifle

IMPORTANT NOTES:
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Need to optionable in non-TR modes if implemented:
? Atmospheric/environmental effects
? Inventory
- Enhanced monster AI (dodge rockets, take cover) for new enemies
- Dynamic lighting/light sourcing

May cause compatability problems:
- In-game story inclusions
? Player enhancements

In TR mode, option screens should be drastically reduced to player-controlled
 variables only. No environment changers should be allowed. Also, all
 cheats should be always disabled except in development mode.
