/*
	-Music guy: Qualo, 
	
		!DONE!-add in first batch of new sounds from qualo.
		!DONE!-crashed when trying to access tile at x: -1, y: 0, right after exiting the map screen.  i'd saved right before, and
		loading worked without problems.
		//should be fixed
		!DONE!-Test railgun sound for the last boss
		!DONE!-make drones not "float" to the ground when killed

		!DONE!-explain the hud a bit better in the tutorial
			!DONE!-in particular, explain the first "weapon" slot - the armour.
		!DONE!-Make 1st boss's stun more obvious, so the player can *tell* it's
		 stunned, and that they have to attack it while it's stunned.
		!DONE!-Make sure that the player knows how far they can jump when running
			!DONE!-make something in the tutorial for this.
		!DONE!-Make auto-load more apparent if the player dies: it should load whatever
		 they loaded from. (eg: load from file, reload from that same file)
		!DONE!-fix graphic bug of running with the sword and moving the mouse back and forth
		 changes the sword position by a pixel
		!DONE!-fix graphic bug of dying with the sword and moving the mouse back and forth.
		!DONE!-make special intro only play on the first run.
		!DONE!-Fix autoloading error when one loads a game and then dies on that level.
		!DONE!-Add in health meters for previous bosses?
		!DONE!-clear railguns after level change
		!DONE!-remove id cutscene
		!DONE!-fix problem with shells on ID level.
		!DONE!-check for water floating for drones.
		!DONE!-make loadable autoload
		!DONE!-test auto save loading, saving, etc.
		!DONE!-fix problem with loading a game once you're already playing
		!DONE!-add in stunned graphics for wipe (a better indication that it's stunned)
		!DONE!-fix wobble problem with standing next to a wall and pressing both the left
		 and right move buttons.
		!DONE!-make liegh sword spriteset disapear when hit
		!DONE!-Add in saving between stages for this level (since it's bloody hard)
			!NAH!-Have a notification saying so, since the player may not know that it's autosaved.
		!DONE!-add in checkpoint just before the id boss start (so the player doesn't
		 spend two minutes each time going to the boss).
		!DONE!-Test final stage of level 9's auto load
		!DONE!-make the heart trigger it's target like a switch
		!DONE!-make sure that shells are cleared between levels.
		!FIXED?!-fix bug when the player is behind id
		!DONE!-problem: ambushes don't work after level change.
		!DONE!-make id start scene skippable
		!DONE!-introduce shrapnel gun sometime
	!DONE!-add in the end of level to level 1
		!DONE!-tweek the level until ready as first level
	!DONE!-map system:
		!NAH!-levels similar to normal platformers, but can travel between
		 levels like in methroid.  As you go on, can ask Davis about
		 various stuff and he tries to help you out
		!NAH!-map system alows to instant transport if the stages in the
		 middle are clear (ie, have no enemies in them and are 
		 explored).
		!NAH!-(big) map screen has little detailed pictures in them.
		!NAH!-(small) map screen is revealed once you've talked to
		 davis from a console in the current level.  Your 
		 position on the map is given, as well as exits and
		 where they lead.
		!DONE!-add in the map for the computer console
		!NAH!-add in demo capability (input recording of playing).
		!DONE!-add in option to skip various cutscenes
		!DONE!-add in map screen for the terminals
		!DONE!-go over all levels and make sure there are no single-obstruction thick walls
			!DONE!-eg: level 7 (just after wipe)
		!DONE!-go over all levels and make the starting direction correct for each level start
		!DONE!-make shrapnel work against supernaut
		!DONE!-make chaingun 9 on the keyboard, and the sword 0?
		!DONE!-add in sword bar in the hud
		!NAH!-reduce chaingun slow-down by reducing fireplayergun() calls and increase damage?
		!DONE!-make volume control work
		!DONE!-auto-save music and sound volume levels
		!DONE!-check into bug when the running stops in mid-air because of lack of stamina.
		!DONE!-make Id ending have a proper fadeout
		!DONE!-Mantis: when hell ground is introduced
			!DONE!-similar as in jack.
		!DONE!-Slow moving "tank."  Very hard to kill.  Packs a punch like the eyes.
			!DONE!-Perhaps this should be the vince guard???
		!DONE!-fix hard coded problem with mouse on 2x windows
		!DONE!-add in mouse management and senativity option in the controls menu
		!DONE!-get arm damage (to id) to work with obliterator
		!DONE!-make barrels not bleed >_<
		!DONE!-Fix bug where the adren sound/meter continues to go after the level changes
		!DONE!-make umber and guards spawn blood when hit by guns.
		!DONE!-recheck blood spawning when entity is hit by railgun
		!NAH!-optimize, optimize, optimize
			!NAH!-options in menu and ingame menu about detail
			 levels (high or low, depending on preformance)
		!DONE!-improve terminal stuffs
			!DONE!-improve mouse framerate
	!DONE!-make level 17th:
		!DONE!-Kane boss:
			!DONE!-stage 1:
				!DONE!-epic intro (in game)!
				!DONE!-rock type, like in the reference picture
				!DONE!-spawning reworks, mantis, and flesh demons.
					!DONE!-guards and umberdogs as well, but they are
					 "released" instead.
					 
					!DONE!-gameplay loop:
							!DONE!-enemies are "spawned" or whatever in, and
							 are killed by the player.
							!DONE!-after a little time (to get the guts to settle),
							 first platform pops up and the timer starts
							 (there should be some kind of graphical indication
							  on the face of kane that he's recharging).
							!DONE!-the player must hit the face a few times for 
							 the next platform to rise.
							!DONE!-must hit out one of the blobs of the forehead, and
							 then the cycle repeats.
							 
							!DONE!-Kane should do some kind of attack while you're attacking
							 him.  Perhaps a charge attack?  Maybe some kind of 
							 attack that is generated by the background (maybe
							 similar to the jellyfish attack).
				!DONE!-test out shrapnel damage
				!DONE!-test checkpoint system for level 15.		
				!DONE!-test waiting option for first stage of supernaut 2, in case the player doesn't have
				 enough ammo.
				!DONE!-recheck blood spawning when entity is hit by shrapnel
			!DONE!-improve crosshair graphic
			!DONE!-Add in level end graphics and map screen graphics
			!DONE!-Make tutorial reference keys themselves instead of the defaults

			!DONE!-testing:
				!DONE!-Test Fix error where auto-loading from an empty file causes a crash
				!DONE!-test the problem with the gotolevel after wipe battle]
					!DONE!-Disappeared for some reason.  Likely still exists.
				!DONE!-Test shrapnel against naut2
				!DONE!-Test the fix to the bug with falling against a corner, building up speed, 
				 but not moving.
					!DONE!-This is still not fixed!!!!!!!
				!DONE!-test to see if bug is fixed where railgun will activiate the terminal
				!DONE!-test guts (and special guts) when a heart dies
				!DONE!-test shrapnel for water travelling and damage
				!DONE!-text fix to eat range problem with naut 1: will try to eat player, but will miss anyway.
				!DONE!-test running bug where you can stay in the air if you run and hit a corner of a platform
				!DONE!-test fix to second supernaut's mouth defect.
				!DONE!-test this: get rid of umberdogs and guard head spawning in the last level since they
				 get stuck in the cages.
					
		-Add in the RTDE-Playthrough sugguestions by Qualo.
			-add in viens and artieries to the supernaut underskin.
			
			
			-add in some tutorial about the sword to explain the alt attack and the adren bonus
			-add in something to indicate that the orbs are the new lockers.
			!DONE!-make boss2's punches less deadly.
			-add in backgrounds to later levels
			-add in background to flashback
			-fix last level's transition
		
		
	-Look into strange bug where the unused frame of one of the weapons
	 shows up during the fight with Wipe.  (using railgun, shrapnel gun,
	 and the rocket launcher.)
	-make umberdog death look better
		-add a head
	-make other big deaths better (eg: mantis big death is too slow)
	-Improve tutorial
		-mention the mouse management system
		-mention pausing via escape
	-fix shrapnel hits on second supernaut
	-fix sword hits on the second supernaut, make it more powerful
	-fix chaingun reload sound (should not be oblit reload)
						
					-todo:
						!NAH!-make some spawning come from it's stomach, others from
						 "stomachs" in the walls.
						!DONE!-make it possible to hit the blobs, and then restart the pattern
						 over again.
						!DONE!-make the blobs occasionally blink during the stages
						!DONE!-add scream sound+eye shutting
						!DONE!-make some kind of indication that the face has been hit
							!DONE!-eg: bloods
						!NAH!-let there be some indication that attacking the face
						 brings up the platforms.
						!DONE!-add in obstructions around kane
						!DONE!-fix blood problems
						!NAH!-add in re-powerup stages
						!DONE!-problem with heads after the cage is closed.
						!DONE!-add in life bar for boss
						!DONE!-add in jelly-type attack for platform staging.
							!DONE!-make eyes shut most of the time.
						!DONE!-fix problem with layers and changing frames
						!DONE!-fix map layer issues with kane
						!DONE!-add ending sequence of this phase.
						!DONE!-start on phase 2.
							!DONE!-intro
						!DONE!-Have to hit an orb for a while first, and then
						 hit the head part to do damage.
							
						!DONE!-make punch graphic better
						!DONE!-add in punch damage
						!DONE!-add in punch requirements
						!DONE!-add in sword damage to boss.
							!DONE!-made blood of boss black.
						!DONE!-add in rework spawning.
							!DONE!-cycle through the same pattern as before? or change it up?
								!DONE!-no umberdogs or guards this time.
							!DONE!-add in spawning graphics
							!DONE!-add in code
						!DONE!-when health is half-way down, or boss2.x is small enough, trigger
						 fadeout, end the level, and go to the credits.
						!NAH!-add in a shock attack?
							!NAH!-add in graphics
							!NAH!-add in code.
						!NAH!-add in block graphic for the sword alt attack
							!NAH!-code it in
						 
						-qualo: have the background get lighter as you go to the left
						
						
						
						!DONE!-gameplay:
							!DONE!-pure black blood
							!DONE!-walks slowly towards the player.
							!DONE!-spawns reworks
							!DONE!-punches (like id)
							!DONE!-pick up the player. and throw?
							!DONE!-blocks the sword lazer??
							!DONE!-instead of a clear victory, have the screen fadeout
								!DONE!-music like the beginning piano of BT-Emergency????
								!DONE!-go to the ending sequence.
								
								
						!DONE!-ending sequence:
							!DONE!-show a revist of various things during the game,
							!NAH!-show a destroyed city
							!DONE!-go back to the fight, with liegh in the background,
							 !DONE!kane on the floor.
								!NAH!-liegh breathing heavily, turns around, and walks back.
								!DONE!-blackened screen
								!DONE!-"Liegh: ..."
								!DONE!-"Liegh: I have a feeling..."
								!DONE!-"Liegh: ...It's going to be a long way back."
								!DONE!-credits screen.
			!DONE!-stage 2:
				!DONE!-even more epic introduction after the first form explodes
					!NAH!-even bigger lifebar??
				!DONE!-humanoid form, like in story arc (blackened).
				!NAH!-rising water level???
	
	-improve ai attacking distance
		-sometimes enemies just stand there, and don't do anything O_o
	-improve ai, particularlying with respect to if the player
	 is on a "box" and the enemy is on the ground.  Enemy will
	 just wait there.
	-fix mouth hitting problem for supernaut
	-Look into problems with reloading (takes ammo, but doesn't add to the clip)
	-thin the width of the enemy1 spriteset
		-do this for all spritesets


	-ID LEVEL:
		-auto tip the player if they die three times in a row on this level (Id boss)
		-fix problem with shrapnel damage


	-Monster types:
		-Gun Turret of some sort
		-Some bloody, bloody enemies.
			-Flesh Demon?
				-For kane boss fight?
				-When killed, gored bits bounce around like a fish and can still
				 hurt the player, so you have to shoot them too.  (very bloody)

		-DRUMSTICK SUGGESTIONS:
			-mouse wheel to cycle through weapons.
				-good idea if possible
			-Tracer bullets for pisol, etc.
				-Something similar (maybe).



	-BALANCING:
		-make armour more effective against later enemies
			-more armour upgrades, takes more hits
		-weapon damage balence between old and new weapons is a bit extreme.  Modify.
		-test ammo and weapons from the	lockers.  See how much more is needed.
		-Add in difficulty settings
			-Changes to the difficulty only take place 
			 once a new game has started.
		-tweek stam, hp, adren effects, and adren timer amount



	-SOUNDS:
		-add in sound to the wipe battle and pre cutscene

		-add in sounds for eye
			-hurt
			-die
		-add in sounds for id
			-stamina attack
			-injury
			-die
			-dash?
		-add in sounds for wipe
			-add in injury/stunned sounds for wipe
		-add in dog death sound
		-add in jellyfish death sound
		-add in flying drone death sound


	-TWEEKS/POLISH:
		-add in "training" mode
			-Add in a training level
				-Option to choose from multiple levels
		-Rework the intro
			-Fix the perspective on that one image in the black/white/red intro
			-make (intro?) transition faster
		-fix the one verticle pixel off thing 
		 for the flipped direction (open gl only)
		 
		-tweek frame change when you stop running, so the legs match up.
		-to minmize memory read time, make images have dimensions
		 a power of 2.  (to make opengl drivers work better).
		-reference Hopkins and Turnsky in credits



		!DONE!-finish off Supernaut cutscene by adding in fading in and out mouse click text
		!DONE!-and also add in blinking during guy scene.


		!DONE!-Go onto the "final" cutscene.
			!DONE!-comic book style
			!DONE!-outline;
				!DONE!-page 1:
					!DONE!-show the dead supernaut
						!DONE!-Whatever it was... it's dead now.
						!DONE!-...The bunker's ahead.
					!DONE!-show lock
						!DONE!-This is it...
					!DONE!-show computer
						!DONE!-...
						!DONE!-Well... I guess all that's left is to wait here.
						!DONE!-...
						
					!DONE!-black screen
						!DONE!-...
						!DONE!-The computer terminal is powered and logged in.
						!DONE!-For whatever the reason, Davis hasn't been able to gain
						 access here.
					!DONE!-Panning view of white sketches of sprites.
						!DONE!-There are several research logs.  Most deal with the development of an alternative to
						 nanotechonology: the so called "sprites."
					!DONE!-Panning view of white sketches of reworks
						!DONE!-The latest logs however, involve reworks overrunning the labs.
						!DONE!-One of them in particular, deals with the symptoms of the infection.
					!DONE!-Some other view of the walls
						!DONE!-"Hallucinations, particularly of strange, horrific creatures is usually the first sign of
						  a passive infection.  After some time, these Hallucinations expand to include the surrounding environment as well."
						!DONE!-"Sometimes they see blood pouring into the room.  Sometimes the walls turn to fire, stone, or flesh.
						  The ability to reason goes next, and then their bodies change into rework form."
						!DONE!-"At that point, they change completely into reworks, and the only thing we can do is kill them before they kill anyone else."
					!DONE!-Liegh facing the monitor
						!DONE!-"Unfortunately, that's all we can do.  Even if we had more time, I doubt we'd ever be able to find a cure... the damage seems
						  irreversible."
						!DONE!-"All we can do is hold up here, and wait for someone to rescue us..."
					!DONE!-Fade to liegh standing up.
						!DONE!-"..."
						!DONE!-"...So I'm infected."
						!DONE!-"..."
						!DONE!-"..."
						!DONE!-Liegh Looking at the screen, side view
						
						!DONE!-"...Become one of them,"
						!DONE!-"...or die."
						!DONE!-"..."
						!DONE!-"..."
						!DONE!-"...I guess death never looked so good."
					!DONE!-gun to jaw.
						!DONE!-hammer arming sound
					!DONE!-fade to black
					!DONE!-decision time.

				!DONE!-if yes, credits
					!DONE!-maybe a blood splatter with sound?
				
				!DONE!-if no:
								!DONE!-"What's the matter?  Don't have the the guts to do it?"
							!DONE!*-Direct face on view of the scientist, talking
							!DONE!-blinking, blurring and moving camera while he's talking.
								!DONE!-"I won't take too much of your time Liegh..."
									!DONE!-"Kill the monster within the walls..."
									!DONE!-"His death will stop the virus..."
									!DONE!-"It'll also save you... If you can run fast enough..."
							!DONE!*-Scientist dissapears with a blink.
									!DONE!-"..."
							!DONE!-Fade out
									!DONE!-"Find the sword..."
									!DONE!-"...And keep going..."
							!DONE!-Next level screen.



	!DONE!-Names for ending levels???:
		!DONE!-The Katabasis
		!DONE!-A Living Hell.
		!DONE!-The Tower/Castle of Kane
			!NAH!-The entire tower is the boss Kane.
					!NAH!-Multiple levels for the boss Kane??
					!NAH!-Consistent life bar throughout.
	!DONE!-Fix problem with sword hit detection with the supernaut, when its mouth is open.
	!DONE!-fix fire direction for supernaut 1

	!DONE!-add in more neck of the supernaut2
	!DONE!-improve wall destruction sequence
		!DONE!-make the supernaut give off a loud scream first.
	!DONE!-make supernaut2 run after you
	!DONE!-make supernaut2 make rumbles when it's running.
	!DONE!-make sword damage hurt the supernaut
	!DONE!-check to make sure that explosions, and rail guns hurt it too.
	!DONE!-check to be sure that the chain gun ammo is saved.
	!DONE!-add in the new weapon.
		!DONE!-sword basic graphics
		!DONE!-timing of swings
		!DONE!-graphics for the swing arch
		!DONE!-add in damage for regular swing
		!DONE!-add in sound for regular swing
		!DONE!-fix backwards facing regular swing by 1 pixel
			!NAH!-get better swing sound
	
		!DONE!-awesome swing code
			!DONE!-during adren surge???
			!DONE!-just more damage???
			!DONE!-make different sound
	!DONE!-reset supernaut info after he's dead.	
	!DONE!-fix bug where pressing up while underwater and at the ceiling
	 will make the player stop
	!DONE!-make q/e cycle through expanded weapons as well
	
	

	!DONE!-New enemies
		!DONE!-Umberdogs (taken from the sever the hunger arc)
			!DONE!-Finish graphics
				!DONE!-add in attacking directions
					!DONE!-one for tusk "upper cut"
					!DONE!-one for clawing
					!DONE!-one for clawing in the other direction
				!DONE!-add in dying directions
					!DONE!-one for standard death
					!DONE!-one for exploding death.

		!DONE!-Guards as well?
			!DONE!-For the castle level(s)?
		!NO?!-Flesh turrets (for fleshy level before supernaut

	!DONE!-Start work on "The Living Hell/Round 2"
		!NAH!-tiles more like the ones in Jack.
		!NAH!-supernaut leg graphic
		!DONE!-layout
			!DONE!-completely flat, supernaut 2 chases the player, with
			 the player able to "duck into" caves of flesh, which
			 work temporarily, and are then destroyed by the supernaut
			!DONE!-Partway through, gets the "superweapon"
			!DONE!-finishes off the supernaut 2, and then goes into the castle

	!DONE!-TODO LIST:
		!DONE!-ending cutscene
		!DONE!-ending cutscene #2
		!DONE!-start on last quarter:
			!DONE!-Start designing the katabasis level
				!DONE!-lots of water parts
				!DONE!-Umberdogs
				!NAH!-Flesh turrets


	!DONE!-supernaut boss
		!DONE!-Add in win condition
		!DONE!-Add in eating moves
			!DONE!-Finish eating code
				!DONE!-Make it so that the return back to normal position is smooth
				!DONE!-Make it so an "eaten" player is not visible and doesn't move.
			!DONE!-Make the supernaut not track the player while eating
		!DONE!-Fix problem with eating starting too early and high up.
		!DONE!-Add in sounds
		
			!DONE!-add sound for introduction scene
			!DONE!-add in generic ambiant sounds for the supernaut
			!DONE!-add in flame sounds
			!DONE!-add in wave sounds
			!DONE!-add in sounds for the rail shots
			!DONE!-add in death sound
		!DONE!-Add in boss health bar


		!DONE!-make damage more accurate
		!DONE!-add in damage from all weapons
			!DONE!-add in rail gun
			!DONE!-add in grenades
			?NONE?-add in obliterator
		!DONE!-Add a life bar! :)
			!DONE!-moves into place like the chaingun ammo bar.
	!DONE!-BUGS
		
		
		!DONE!-Add in the beginning "cutscene"
		!DONE!-Add in AI
			!DONE!-Add in attacks
				!DONE!-special attack after losing 10k health?
					!DONE!-Wave-like, like with Id?
						-!DONE!in progress
					!DONE!-Superwave attack.
						!DONE!-Start with explosions?, or maybe obliterator styled?
						!NAH!-only way to live is to use obliterator
					!DONE!-Flame attack
						!DONE!-like the drones, but bigger
				!DONE!-other attacks
					!DONE!-mouth eat
						!DONE!-instant death
					!NAH!-sucking in attack (trying to eat liegh).
		!DONE!-Add in win condition
		!DONE!-add in beginning cutscene.

	!DONE!-Nearing the End Stuff to Do:
		!NAH!-Add inn flesh turret
			!NAH!-Make the spriteset
			!NAH!-Add in the projectiles
			!NAH!-Code it in.
		!NAH!-Add some to level 12.

		!DONE!-Add water effect to projectiles
			!DONE!-add it to grenades (not rockets)
				!DONE!-Also rockets! ^-^
			!DONE!-heads
			!DONE!-guts
			!DONE!-shells
			!DONE!-anything else?
			!DONE!-Test the above for heads, guts and shells
			!DONE!-Add in underwater stamina loss
			!DONE!-If stamina is at 0 in water, start losing health.

		!DONE!-Remove ability to fire most weapons in water
		!DONE!-Add in chaingun hud option
		
		
		!DONE!-Add in engine ability
			!DONE!-Set Person ID scale factor
			!DONE!-Test the rest of the game to make sure that
			 all the engine functionality is still intact.
		
		!DONE!-Finish off level design for level 12
		!DONE!-Add in FINAL BOSS
			!DONE!-Make level design
				!DONE!-ammo room
				!DONE!-boss room
				!DONE!-hole in the wall
			!DONE!-Boss intro:
				!NAH!-guard stands tall, pause for a bit,
				 and then it gets dragged off screen.
				!NAH!-Guard to look similar to the nose part of the boss

			!DONE!-Design the boss
				!CLOSE!-240x240?
				!DONE!-9000/200=180 detachable bits
				!NAH!-multiple levels to it's design
					!DONE!-skin
					!DONE!-bloody skin
					!NAH!-muscle
					!NAH!-bone
					!NAH!-missing chunks.
				!NAH!-5 "stages"
					!DONE!-36 pieces each.
					
				!DONE!-Attacks:
					!DONE!-Super death attack.
						!NAH!-ammo room afterwards
					!DONE!-Basic fire breath?  Maybe MIRV like?
					!NAH!-arm swipe?
					
	!DONE!-Add in ENDING SEQUENCE
		!DONE!-sequence
		!DONE!-fire/suicide option
		!DONE!-cutscene afterwards with the mystery intro guy
			!DONE!-write dialogue
			!DONE!-Draw cutscene
			!DONE!-Code it in
	!DONE!-Add in levels after ending sequence.
	!NAH!-?? Change liegh's leg spriteset?  Battered jeans?
			!DONE!-Add in new Weapons;
				!NAH!-Something to slow down time, maxpayne style.
				!NAH!-Sin-Eater
					!NAH!-???
					!NAH!-powerful, but fueled by kills???
				!DONE!-Divine Sword.
					!DONE!-Reckon's Sword?
						!DONE!-can attack forward, backward, up and down (based on the mouse)
						!SORT OF!-alt attack does a stamina blast attack.
					!NAH!-Ingame cutscene
						!NAH!-Some flashes in the background sky before this happens.
						!NAH!-It falls from the sky and lands on the ground,
						!NAH!-player then picks it up.
						!NAH!-maybe some note of a fallen Reckon?
				!NAH!-Soul-cube type weapon???
			!DONE!-LEVEL 13: water level.
			!DONE!-Some open level leading to the caverns
				!NAH!-this is were you get the sword
			!NAH!-LEVEL 14: caverns of decay
					!NAH!-Mini bosses galore
					!DONE!-Have a level that looks a lot like one of the ones in Jack???
			!DONE!-LEVEL 15: (maybe add some extra ones before this)
					!COMING UP!-Kane boss.
					
			!NAH!-New weapons for these added levels?
	












	!DONE!-MAJOR STUFF TO DO
		!COO!-Music inspiration:
			!COO!-Drowing Pool - Bodies (suprising fitting for liegh)
			!COO!-Die Dead Enough - Megadeth
			!COO!-Papa Roach - Dead Cell
			!COO!-The Cranberries - Zombie
			!COO!-Monty Python - Always Stay On The Bright Side Of Life
		
		!DONE!-make trailer
			!DONE!-Short trailer based on the first verse of "break stuff" by 
			 Limp Bizkit.
				!NAH!-...
				!NAH!-last bit, after music: show jack in the golf outfit (Pholph version only)
					!NAH!-Looking down, then looks straight "... ... ... this is insulting."

		!NAH!-option for opengl and 
		 interpolated drivers:
		 switch back to 1x mode for 
		 when I want to display 
		 drawn pictures.

		!DONE!-get enemy frames and gore
		 system done
		!DONE!-add in ai to enemies
		!DONE!-finish first level
		
		!DONE!-blood stain system
			!DONE!-add in graphics for the staining of bottom right tiles
			!DONE!-get adjecent staining to work.
			!DONE!-add in bloodtrails
			!DONE!-add in limbs/guts system
			!DONE!-add in limb spawning
			!DONE!-add in heads
				!DONE!-add in head spawning
				
			!DONE!-tweeky positioning of guts
			!DONE!-modify the y position of the heads so when 
			they're on the ground they don't "float" above it
			!DONE!-add in staining to the walls in the background
				!DONE!-need actual blood tiles.
				!DONE!-occurs if the target is exploded or the flying of limbs.
				
			!DONE!-fix the position of the dripping of blood off of the bouncing heads	
			!DONE!-have pieces of flesh/guts stick to the walls 

			!DONE!-add in grenades for rifle
			!DONE!-add in shotgun dual effect

			!DONE!-add in grenades
				!DONE!-add in explosions
				!DONE!-have enemies turn to bits
				!DONE!-back blood staining.
				!DONE!-flaming guts/limbs
				!DONE!-add in grenades themselves
				!DONE!-add in second grenade type for assault rifle
				!DONE!-add in rockets
			!DONE!-remove bodies when exploded
				!DONE!-exploding frames for the legged enemies
			!DONE!-add in schrapnel gun effects
				!DONE!-many pieces of scrapnel
				!DONE!-add in schrapnel object and have an easy way to get the enemy it hit.
			!DONE!-add in schrapnel gun dual effects
				!DONE!-just a powerful slug
			!DONE!-add in railgun effects
			!DONE!-add in railgun dual effects

		!DONE!-retry the sphere hack stuff.

		!DONE!-add in ability to change the
		 draw order of the sprites on
		 a layer of the map (0 = sort, 
		 1 = id forward, 2 = id 
		 backwards, etc.)


		!DONE!-add in special hack to sphere
		 allowing flipping of a spriteset
		 so as to reduce the number of
		 frames that are being loaded
		 in game.
		 
		!DONE!-while I'm at it: add in a
		 GetID for persons, and allow
		 editing of their properties
		 (x,y,layer,frame, direction)
		 via that instead.
			!DONE!-get/set person x
			!DONE!-get/set person y
			!DONE!-get/set person direction
			!DONE!-get/set person frame
			!DONE!-get/set person angle
			!DONE!-is obstructed person
				!DONE!-careful of optimization with
				 not having to check through
				 the person list for obstructions.


	!DONE!-add in some of the torso to the liegh legs
	 so the walking looks better
	!DONE!-add in running
		!DONE!-add in arm movement
		!DONE!-make jumping with it effective
	!DONE!-add in hud
		!DONE!-running stamina bar, hp bar, ammo bar
	!DONE!-add in gun
		!DONE!-gun to aim frames
		!DONE!-gun to run frames
		!DONE!-firing frames
	!DONE!-add in reloading frames
	!DONE!-add in bullet counting and display
	
	!DONE!-add in magnum
		!DONE!-add in gun overlay
		!DONE!-reduce the number of frames needed!!!!!!!!!

	!DONE!-add in second weapon type (shotgun or assault rifle)
		!DONE!-add in shotgun
			!DONE!-tweek shotgun (some arm things
		!DONE!-add in railgun
			!DONE!-similar to shotgun

		!DONE!-add in assault rifle
			!DONE!-add in reloading frames.
			!DONE!-redo direct upwards reload
			 (make it come more from the side.)
			!DONE!-add in alt animation
		!DONE!-rework south-east frames for shotgun.

	!DONE!-change obstructions
		!DONE!-add in shadow to liegh legs
	!DONE!-optimize the spritesets
		!DONE!-remove the excess frames
		!DONE!-shift frames for liegh so flipped form look more natural
	!DONE!-add in sphere hacks
	!DONE!-add in third weapon type (rocket and obilterator)
		!DONE!-add in rocket launcher
			!DONE!-finish off the west and alt frames

		!DONE!-add in schrapnel gun (looks like a chain gun)
			inspired from the "Metal Storm" gun thing:
			http://www.pholph.com/forum/viewtopic.php?t=10288
	!DONE!-add in shadow to rework walking
	!DONE!-add in flaming blood and guts for (fire) explosion deaths
	!DONE!-prevent shooting when running.
	!DONE!-make reloading cancel if you start
	 running.

	!DONE!-add in leggless form into the mix.
	!DONE!-make unlegged explosion death frames
	
	!DONE!-add in rocket dual fire (two smaller missles, less damage)
	!DONE!-add in a scale to the explosion sprites (so the lesser
		explosions look smaller.)

	!DONE!-add in first enemy
		!DONE!-work on death frames
		!DONE!-finish off the compositing
		 for the legs.
		!DONE!-limbs
		!DONE!-legsless form.	
			!DONE!-finish off the legs spriteset
		!DONE!-get updating frames for the enemy to work
		!DONE!-add in killing of enemies

		!DONE!-make firing not work if there is an obstruction
		 in the way.
		!DONE!-make firing only work within range.

	!DONE!-add in gore limbing.
		!DONE!-add in limbs flying off
		!DONE!-add in blood trails
		!DONE!-add in blood staining
		!DONE!-add in bouncing heads


	!DONE!-add in obliterator
	!DONE!-add in blood dripping
	!DONE!-add in alternate fires (grenades, etc.)
		!DONE!-pistols: grenades
		!DONE!-shotgun: multifire
		!DONE!-rifle: grenades
		!DONE!-rocket: homing/heat seaking (longer wait)
		!DONE!-railgun: multishot? bouncing?
		!DONE!-schrapnel: ???
		!DONE!-obliterator: ??? shield? stun?
	!DONE!-add in shell casings.
		!DONE!-casings: 
			!DONE!-9mm, 
			!DONE!-assault. 
			!DONE!-many at beginning of reload for magnum.
			
		!DONE!-shells: 
			!DONE!-shotgun, 
			!DONE!-railgun, 
			!DONE!-shrapnel gun.
	!DONE!-set horzi flip for shells
	!DONE (still kills inactive ones)!-make weapons only work on active enemies
	!DONE!-increase activate range.
	!DONE!-add in ammo amounts to the hud display

	!DONE!-add in damage resistance from adren rush

	!DONE!-adrealine system. (use Q)
		!DONE!-increases damage resistance, stamina for a short period
		!DONE!-restores health (increases regen a lot for a short period)
	!DONE!-adrenaline gauge in the bottom right corner.
	!DONE!-gauge is normal at green (or something) and when
		 the adrealine is used, it turns red and starts decreasing.
		 After the rush, it turns green and it goes back up.  Stamina
		 rapidly decreases after the rush and it doesn't go up again
		 until the player recoves (the green adrenline rush bar is 
		 back up.  Can't use the rush again until the green bar is 
		 back.
		 
	!DONE!-A in the hud to represent current armour level.
	!DONE!-make glowing numbers in the hud to represent
	 having that particular weapon (or some armour for A).
	!DONE!-use the gun position thing for when the player fires guns.
		!DONE!-rail gun
		!DONE!-rocket launcher
		!DONE!-rifle
		!DONE!-shrapnel
		!DONE!-hand grenades (same as pistols)
	!DONE!-add in player death mattering
		!DONE!-add in death frames for liegh (stunned, with
		 weapon positions like while running.)
	!DIVERTED!-rehaul entity frame system.
	!DONE!-fix liegh legs problem.
	!DONE!-add in obliterator
		!DONE!-pause gameplay for powerup of the weapon 
		and allow processing for the firing. (some
		good post processing, maybe a fade to white
		to allow some time to clear the misc stuff.)
	!DONE!-bonus details:
		!DONE!-bullets/empty chartiages flying out of thegun.
	!DONE!-fix the grenade starting velocity formula
	!DONE!-grenade throwing: based on mouse position
		!DONE!-starting velocity based so that it lands where the curser
		 was (though ignoring obstructions)
	!DONE!-enemy sprites divided into legs/main, arms, head. 	
	!DONE!-when a ceiling tile is stained, have it drip blood for a while
	//gore system
		!DONE!-bouncing heads
		!DONE!-blood staining
		!DONE!-guts
		!DONE!-limb damage
	!DONE!-for other weapons than pistols, have right click be
	 an alt fire. eg: shotgun fires multiple shots at once,
	 assault rifle fires in burst mode
	!DONE (no arc)!-add in grenade throwing (projected throwing arc???)

	!DONE!-add in grenades
		!DONE!-change grenade firing frames to the new format
		!DONE!-tweek grenade frames
		!DONE!-tweek the requirements for a refire (unpressed after the grenade
		 is thrown)
	!Not Added!-have an outline type that includes the
	 black and the red eyes so reworks can be
	 colour masked for different colours.
	!DONE!-add in blood staining
	!DONE!-add in blood dripping if a big blob
	 of blood hits a cieling.
	!DONE!-get ai to work
	!DONE!-Make weapons effect enemies.
	!DONE!-add in gore and blood system.
	!DONE!-finish off adding the pistol
		!DONE!-reduce the bullet amount when fired
		!DONE!-make it impossible to fire if no bullets in clip
		!DONE!-add in reloading
		!DONE!-make max ammos multiples of max clips
	!Not Added!-add in punch weapon type
		!Not Added!-two swing types??
	!DONE!-modify the firing start positionangle based on the position of
	 the actual gun in liegh's hands.
	!DONE!-have active limbs (like blood drops), but change to new sprites
	 when they go static (similarily for guts).
	!DONE!-when hit with a melee attack while running, 
	 have main char lose a moderate amount of stamina.
	!DONE!-gore score and timer:
		!DONE!-points for kills AND limbs/stuff
		 dismembered, exploded, etc.
	!DONE!-gore score:
		!DONE!-a multiplier to increase score increase when
		 gore score increase rapidly
		!DONE!-make multiplier change based on kills
		!DONE!-add in a bar or something to show that multiplier is decreasing.
	!DONE!-go over all notes below and do or revise them.
		
	!DONE!-add in door openning ability
		!DONE!-done by using "f" on the door
		!DONE!-done by using "f" on a switch
		!DONE!-done by firing on a switch
		!DONE!-done by firing an explosion

	!DONE!-expand out the first level a bit and complete the tileset (more or less)
		!DONE!-level design:
			!DONE!-at start: liegh talking, description for how to walk
			!DONE!-first room, tutorial description stating how to open doors
			 and access other objects (Beaker default: F)
			!DONE!-second room: tutorial for jumping (crates, etc.).
				door in background, inaccessiable, broken panel
			!DONE!-third room: tutorial for falling (tall jumps hurt more)
				is a long shaft.
			!DONE!-fourth room: tutorial for shooting switches, barrels
			!DONE!-fifth room: tutorial for killing enemies
			!DONE!-sixith room: tutorial for accessing ammo lockers.
			!DONE!-eight room: tutorial for throwing grenades and alt attacks
			!DONE!-ninth room: tutorial for enemies that ambush
				make sounds when nearby them
			!DONE!-tenth room: tutorial for accessing consoles
	
	!DONE!-go over the above and add in actual tutorials

	!DONE!-ANIMATED SEQUNCE 
		//-talk with davis (near end of level 1)
		//*-side view of a beeping console
		-davis: Liegh.  Liegh?  Are you there Liegh?  Come in Liegh.
		//*-front-side view of davis at his computer, gets startled
		  when liegh responds.  Moves lips when he talks.
		//-liegh: You said there wouldn't be reworks here.
		//-davis: Wa.. What?
		*-side view of liegh talking
		//-liegh: I'm barely in this place a foot and they're all over me.
		//-davis: Hey hey, I said there *shouldn't* be...
		//-liegh: Oh yeah, that helps.
		//*-mid side rear view of liegh in front of console
		//-davis: Look, I didn't know ok?... It's not like you 
			 have anywhere else to go.
		//*-upper side view of liegh
		//-Liegh: *annoyed inhale/exhale*.
		//*-view of davis fron behind, focus on misc junk in foreground,
		 and the room contents. (no lipping, scrolling scene)
		//-davis: ...I'll try to help you the best I can.  Just keep a 
					  lookout for these consoles, and I'll keep you up to 
					  date with what I've found.  
		//*-view of liegh just staring
		//-davis:  You'll have to go down pretty far.  
			I don't know how much, or how long it'll take, 
			but I'll be here to tell you where to go.

		//*-view of davis:
		//-davis: ...Good luck Liegh.
		//*-view liegh facing forward right, with console in the background.
			//-Liegh faces a bit to the left, says his line, and then turns back
			//-and goes forward.  scene fades out.
		//-Liegh: thanks.... (asswipe)

	//NO LONGER NEEDED:
	//davis settings:
		//-pitch change: +8.0
	/liegh seetting:
		//-pitch change: -12
		//-echo: 0.05 delay, 0.3 factor

	!DONE!-add in team logo, intro, menu
		!DONE!-make logo
			!DONE!-increase size of hands and shift down the rest
		//-...
		//-intro:
		//*-view of a pile of reworks, stationary, scrolling
		//-I don't know where they came from.
		//-All I know is that they're savage, and tough to kill.
		//*fade out
		//-...Much like me.
		//*-fade in, liegh resting with pistol, dead rework on ground
		//-I however, use guns.
		//-...
		//-The city's been evacuated, and not a soul to be found here for a hundred miles.
		//*-view of liegh looking around a corner with reworks going the other way.
		//-Except for me, and a horde of `reworks.'
		//-...
		//-A friend of mine told me the military is going to "turn the place into one big crater." in two hours.
		//*-view of outside of the miltary base bunker, liegh and Jeep small view.
		//-Told me of a military base on the edge of town.
		//-It has the deepest bunker of anything nearby and should be deep enough to avoid the blast.
		//-...
		//*fadeout
		//-...Two hours just ain't enough time to kill.
		//*fade into the menu.	
		//-logo music: sad/creapy music

	!DONE!-menu buttons:
		//1-Startgame
		//1-Training/Minigame
		//1-Load game
		//1-Difficulty
		//1-Audio levels
		//1-Controls
		//1-Exit
		//1-Return to Game
		
	!DONE!-keys:
		//-move left
		//-move right
		//-jump
		//-reload
		//-use
		//-adrenline
		//-weapon cycle left
		//-weapon cycle right
		//-weap 1
		//-weap 2
		//-weap 3
		//-weap 4
		//-weap 5
		//-weap 6
		//-weap 7
		//-weap 8
		
	!DONE!-Add in config submenu
		!DONE!-add in custom key code
			!DONE!-default 1 and default 2 stuff
			!DONE!-save the configuration
		!DONE!-add in the option to change the keys
	!DONE!-modify logo skip like that of the intro
	!DONE!-make fade in quicker for menu
	!DONE!-modify the audio/sfx meters

	!DONE!-Finish off the menu
		!DONE!-add in voice effects for liegh on start game.

	!DONE!-Make transistion to the first level smoother.
	
	!DONE!-Add in weapon cycling.
	!DONE!-fix the bug where debris adds to gore score
	!DONE!-fix the draw order for the ammo lockers, so 
	 blood isn't drawn over them.

	!DONE!-fix problem with guts staying in mid air
	 if the barrel below them blows up.

	!DONE!-add in option to access the menu ingame.
		!DONE!-First: make it so that you can go to the
		 menu, and return to the game.  
	!DONE!-get ai jumping to work
	!DONE!-add in clicking effects and sounds for the buttons of
	 the menu.
	!DONE!-make enemies width smaller and randomized.

	!DONE!-fix fadeout/in between levels
		!DONE!-two screens
			!DONE!-screen 1:
				!DONE!-view of screen background
				!DONE!-level completed
				!DONE!-level name
				!DONE!-time
				!DONE!-kills
			!DONE!-shotgun reload sound for switching to the second screen
			!DONE!-screen 2:
				!DONE!-new level name
				!DONE!-map in the background with current
				 level highlighted
				!DONE!-save option
		!DONE!-option to save between levels
		!DONE!-view big-map.

	!DONE!-REMOVE GOBACK OPTION
		!DONE!-replace ingame saving with saving between levels.
		!DONE!-(can't go back levels :()
			!DONE!-heavily scripted go backs (go back, but 
			 new enemies, lockers opened.
		!DONE!-add end level+save game screen 
	!DONE!-add in autosave.
	!DONE!-get transistion to second level to work
	!DONE!-make the player start with the weapon they ended
	 the previous level with when going to a new one.
	!DONE!-add in autoreload (for dieing)

	!DONE!-misc
		!DONE!-walking sound
		!DONE!-running sound
		!DONE!-jumping/landing sound
		!NAH!-bullet thud
		!DONE!-head bounce 
		!NAH!-blood staining sound
		!DONE!-blood drip sound
		!DONE!-switch sound
		!DONE!-door sound
		!DONE!-locker open
		!NAH!-bullet hitting body thud
		!DONE!-sound for taking damage when landing.
	!DONE!-finish off weapon sounds
		!DONE!-railgun shoot 1-5, reload
		!DONE!-clicks for empty clips
		!DONE!-machine gun grenade launch and explode
		!DONE!-rocket launcher launch and explode
		!DONE!-hang grenade throw, bounce and explode
		!NAH!-oblit reload fix
		!NAH!-oblit shield sound
		!DONE!-shrapnel bounce
	!DONE!-add in enemy sounds
		!Enemy hurt instead!-limbing
		!DONE!-death (head)
		!DONE!-death (head explode)
		!Same as head explode!-death (explode)
		!One!-various attacking sounds
		!DONE!-enemy run/walk sound
		!DONE!-enemy crall sound
	
	!DONE!-level 2 stuffs:
		!DONE!-crates/boxes
		!TOO LAZY!-tanks/other vechicles,


	!DONE!-fix problem with blood appearing in front of doors.
	!DONE!-make music fade out and stop after levels.
	!DONE!-finish off level 2 mapping
	!DONE!-add in ambush moans.
	!DONE!-have enemies that are alerted by "line of sight", so not 
	 all will come towards the player at once.
	!DONE!-level 3 stuff:
		!DONE!-new enemy: tougher than enemy1
		!DONE!-obtain the assault rifle
		!MOVED!-adren tutorial
		!DONE!-graphics:
			!DONE!-to be determined.
		!NEXT LEVEL FOR SURE!-have more switches and exploding doors.
		!DONE!-Have a terminal somewhere (near the beginning)
					that's needed to hack into the next door.  
					Talk about hacking in the info section.
			!DONE!-Have a locker containing the shotgun before
						this, so it'll be available from the weap
						menu.



	!DONE!-level 4:
		!DONE!-pre boss cutscene
			!DONE!-Liegh accesses the terminal in game, goes to the hack option, 
			 when he then exits the terminal, it goes to the cutscene
			 
			!DONE!-Write out the storyboard
				!DONE!-Scene 1: Side-left view of liegh at the terminal, glass breaks and
									is sent across the camera.  Liegh turns left in surprise.
				!DONE!-Scene 2: View from behind-left of Liegh, looking towards the holes.
								  Dust clearing.
				!DONE!-Likely add in the above scene for real.  Doesn't seem to be working
				 as it stands now.  Modify intro pic of liegh standing and see if
				 that works.
							
				!DONE!-Scene 3: ?Maybe?  Closeup of Liegh's eyes.  If current does work, 
									add in his eyes openning up wider.
				!DONE!-Scene 3: Camera slowly zooms in on one of the holes having a faint
									outline of the eye sockets.
				!DONE!-End Scene
			!DONE!-draw it
		!DONE!-wip boss
			!FLAME INSTEAD!-make acid/weapon drops
			!DONE!-add in sound
		!DONE!-post boss cutscene
			!DONE!-Write out the storyboard
				!DONE!-Scene 1: Closeup of the dead wipe, liegh in background.
							!DONE!-Liegh: "Oh yeah, no reworks here...  There's only fucking huge ass, undead, snakes!";
							!DONE!-Davis: "Gees, lighten up.  Just shoot them.  It's not like they're bigger than you.";
				!DONE!-Scene 2: Scene over Davis' shoulders, solitar in background
							!DONE!-Liegh: "THEY ARE!"
							!DONE!-Davis: "Oh yeah, I hear ya, I hear yea..."
				!DONE!-Scene 3: Back to liegh
							!DONE!-Davis: "Mmm, that's some good coffee..."
							!DONE!-Liegh: "Arrgg...";
			!DONE!-Draw it

	!DONE!-Clean up the graphics of the wipe post screen cutscene.

	!DONE!-Fix strange problem happening with the exiting after the post scene cutscene.
	!NOT USED!-Add in part where you have to use a grenade to destroy a door2, and then use
	 your gun to shoot a switch behind it.
	!DONE!-Make it so that falling and losing hp does not lower armour as well.

	!DONE!-Add in eye enemy (level7)

	!DONE!-level 8
		!DONE!-Oblit Room Scene
			!DONE!-Scene 1: Liegh standing infront of obliterator far range shot. Fade in
			!DONE!-Scene 2: Liegh picks up the obliterator
			!DONE!-Scene 3: first scene shot, but with him holding the obliterator, turns his head around
								quickly to the right door.  Some shaking of the camera or sound.
			!DONE!-Scene 4: A lot of reworks coming from the next door.  One moves a bit.
			!DONE!-Scene 5: Closeup of Liegh holding the obliterator, moving a bit and firing it.
			!DONE!-Scene 6: Far shot of liegh, closeup shot of the remains of the reworks, fadeout
				!DONE!-Liegh: "Oh... BABY.";
	
		!DONE!-Davis at a terminal hacks to disable the electric doors.

	!DONE!-level 9:
		!DONE!-First Id Scene:
			!DONE!-simple
			!NAH!-phrase?
				!NAH!-"Blood."  "Your blood."
		!NAH!-Id Boss:
			!NAH!-skimerishes with it over the course of the level.  You fight it a bit, then it retreats
			 back into the background, then fight it a bit later in the level.
			!NAH!-Intro scene happens, then the bridge liegh is on breaks and he falls
			 while Id stands firm.
			!SORT OF!-Later, Id jumps down a shaft and the real fight begins.

		!NAH!-Second id scene
			!NAH!-Liegh pumping it full of lead "not dead enough."


	!DONE!-Last Level:
		!DONE!-Juggernaught boss
			!DONE!-Takes a LOT of damage to kill
			!NAH!-Special reloading lockers with infinite ammo.
				!DONE!-Fight is broken up into rounds when you're either
				 firing at the boss, or you're retreating to get more
				 ammo.  (note that each 'round' has a minimum length
				 so you just can't refill on one weapon type and 
				 just keep using that.)
				!DONE!-Must use the obliterator to avoid some attacks
					!DONE!-prehaps use this as the round minimum?  Have
					 the attack bring down a force field, and then
					 have the force field come back up while fighting?
	!NAH!-record what lockers were opened in maps 2 and 3, and load that info
	 in levels 5 and 6


	!NAH!-later enemies: require a stun then an explosion?  Think wipe code and entity_misc[].damage stuff.
	!DONE!-Mid Boss: Id
		!DONE!-Stage type:  At certain points he is invulnerable, must wait for an opening,
									dodge attacks.
		!Probably not?  Just different stages?!-Probably go with fixed hp reduction.
		!DONE!-Id follows liegh down to the flat level and then walks to the left, firing
		 stuff at lieght and whatnot.  After a certain amount of damage has been done,
		 he does a special kind of attack that breaks a door that's behind lieght.
		!DONE!-behind Id is a bunch of fire, so the player can't retreat that way.
		!DONE!-After this flat level, Id disappears, and then reappears going the other
		 way on the next level, with some increased firepower at his disposal.
		!DONE!-On the third level, he's at his most powerful, and then dies. 
		
	!DONE!-Final Boss: Juggernaught
		!DONE!-You just have to fill him with a TON of firepower.  Can retreat back to
		 a storage room where you can refill your entire ammo stock whenever you what.
		!DONE!-Limited adrens however.
		!DONE!-LOTS O' BLOOD! =)
		!DONE!-Also staged a bit into a few parts..


	!DONE!-end level 5 (storage 2) have the same button left over
	 from the intro, but covered in blood this time.


	!NAH!-Set framerate to 25fps?
	!DONE!-map out level 3.
		!DONE!-obstructions
		!DONE!-tiles
		!DONE!-entities
		!DONE!-fix exploding door
		!DONE!-add in terminal stuff:
				!DONE!-hacking and map options
				!DONE!-info section 
					!DONE!-ask about what to do about the door ahead
					!DONE!-ask about what he's found out about so far.




























































	
	
	
	
	
	
	
	
	
			
	!DONE!-Information to reveal at terminals:
		!DONE!-Nature of the complex:
			!DONE!-Military weapons developement (Liegh to like!)
		!DONE!-In level 7, gives hints to where the exit is, and where some ammo storage is.	
			
		!DONE!-Experiments in Nanotech
			!DONE!-Developement of "sprites," a combination of nanites and bacteria
			!DONE!-Hint of why there's reworks here: sprites could enhance brain function,
			 and in the short term, revive and repair dead tissue.
			!DONE!-Rework sprite was discovered and contained, sympthons listed, and could
			 match liegh.




	!DONE!-level 5 and beyond:
		!DONE!-enemy types:
			!DONE!-something more interesting than the generic type
				!DONE!-sentry type:
						!NAH!-Cieling turret
				!DONE!-fast moving arial type
					!NAH, DRONE!-fast moving ball that bounces around 
					 the room but is affected by gravity.
			!DONE!-more generics:
				!DONE!-mantis
				!NAH!-DRSL

	!DONE!-Near the end, have Jack-game like backgrounds and dirt/hell-ish tiles.

	!DONE!-Increase  blood levels as game progresses
		!DONE!-Preferably to an INSANE level at the end.

	!DONE!-Scenes for First Miniboss
		!DONE!-before:
			!DONE!-view of console with liegh's hand pushing a button
			!DONE!-over shoulder view of liegh from back left, with 
			 liegh quickly looking back left when a sound is heard
			!DONE!-view from right of liegh with the boss background in
			 the background
			!DONE!-zoomed in view of one of the holes with a fading in of
			 something
			!DONE!-zoomed in further view of one of it's eyes.  Fade out
			 and battle starts.
		!DONE!-after: liegh talking with davis
			rough:
				!DONE!-freaking out over the monster he just killed
				!DONE!-davis playing solitare saying he's listening.  "mmm, that's some good coffee..."
				!DONE!-"now that you have the access doors open, so you
				  can make it into the bunkers.  You just have to
				  go back through the areas you just cleared through."
				!DONE!-etc.

	!DONE!-set the start running stamina requirement a bit lower
	!DONE!-add in adren tutorial and item pickup in some lockers.
	!DONE!-console
		!DONE!-highlight most recent text (easier to see)
		!DONE!-save replaced with hacking option????
			!DONE!-hack to open doors?, (dis)enable traps? disable security? ......
	!DONE!-Look into slowdown problem in level 2.
	

			










	!DONE!-add in console menu
		!DONE!-add in info menu
		!DONE!-add in default starting stuff
		!DONE!-add in weapon menu
			!DONE!-only describes available weapons
		!DONE!-add in hack menu
	!DONE!-fix switch bug (can be set off way off screen by shots).
	!DONE!-test weapon menu for changes when some weapons
	 are unavailable.
	
	!DONE!-Fix bug where if you fall and die, the hp meter
	 displays near full health.



	!DONE!-Davis as a sarcastic bastard
		-Oh yeah man, I'm right here for you.  I'm 
		 working on it right now (solitare in the 
		 background).  Mmm, that's some good coffee.
	!DONE!-Plan out a basic map
		!DONE!-make some icons.


	!DONE!-ID animations to do:
		!DONE!-idle
		!DONE!-walk
		!DONE!-summon
		!DONE!-arm attack
		!NAH!-acid spit OR
		!NAH!-ground punch wave attack
		!DONE!-arms blown apart
		!DONE!-arms regenerate
		!DONE!-dash foreward

	!DONE!-ID AI:
		!DONE!-get attacking to work.
		!DONE!-get wave attack to work
			!DONE!-make sprite
			!DONE!-code it in
			!DONE!-add in damage factor
		!DONE!-get summoning to work.
		!DONE!-get fire igniting to work
			!DONE!-make sprite
			!DONE!-code it in
			!DONE!-make it hurt the player
		!DONE!-add in something for attack1
			!DONE!-perhaps a vertical wave attack?
				!DONE!-This attack is meant to reduce the player's stamina
				 when they are offscreen.  In effect, it's a stun attack.
			!DONE!-make the sprite
			!DONE!-code it in
			!DONE!-hurts only stamina
		!DONE!-get stages to work.
			!DONE!-have id stop at the closed door, wait a bit, then start walking back.
			!DONE!-start on the second stage
			
			




		!DONE!-add in ending graphic




	!DONE!-Add in Minigun (MiniFUN!)
		!DONE!-fires off 3 cases with each frame, even on the off frames compared to the machinegun.
		!DONE!-figure out a control scheme for it. (A toggle mode for the schrapnel gun?)
			!DONE!-seperate ammo from the schrapnel gun.  Minigun ammo shown on the hud
			 (splits from the schrapnel ammo like pistol shots and hand grenades).
		!DONE!-make the graphics
		!DONE!-make the sounds
		!DONE!-code it in.


















	!DONE!-Fix switch hitting bugs with firing guns.

	
	!DONE-level 2
		!DONE!-mainly for getting used to shooting.

	
	
	!DONE!-improve ai
		!DONE!-add in jumping for legged enemies
		


	!DONE!-add in ambushing enemies
		!DONE!-actived by a trigger
		!DONE!-actived when close enough (like mantis)
		!DONE!-name ending in 'a' indicates in ambush mode.
		!NAH-different types of ambushing
			!NAH-cacoon type
			!DONE!-invisible type
			!DONE!-bust out of wall/ciel type
				!DONE!-suddenly appears changing the background, and leaving
				 debris flying out

	





		!DONE!-enemies come out of ambushes for the player.
			!DONE!-eg: busts out of wall pannel, falls from the cieling, etc.
		!DONE!-ammo from ammo lockers
			!DONE!-obliterator ammo from a recharger.

	


	!DONE!-need obstruction tiles to indicate "background stainable"
			!DONE!-perhaps just get rid of the blood for monsters that
			 break through walls.
			 in the upper layer (or something) after explosion.









	-LEVEL 2
		-graphic ideas:
			-pipes


//revamp keyboard configs
	!DONE!-drum's
		!DONE!-r reload
		!DONE!-q/e (previous/next weapon)
		!DONE!-ctrl adren rush
		!DONE!-f use terminal
		
	-mine:
		!DONE!-e reload
		!DONE!-f use terminal
		!DONE!-q adren rush
		!DONE!-tab/~ next/previous weapons
		

//Polish
	!NAH!-make walking animation a bit smoother (bouncing?).
	!NAH!-make sparks look nicer.
		!NAH!-glowing red
		!NAH!-directional like aiming.
	
	!DONE!-adren system
		!NAH!-decrease in time passage (good for aiming).
	!DONE!-blood sperts coming from exit wounds.
	



	
//SOUND:
	-crunch sound for limbs coming off
	  -(crunch some cellery??  snap tortita chip??)

		!DONE!-add in pistol firing sound
	!DONE!-add in sounds to weapons
		
	!NAH!-taunts after an awesome kill??
			!NAH!-mouth of the character moves a bit?
			!NAH!-just a picture on the bottom of the
			 screen with sound or just text?


























//IDEAS

		-enemies:
			-mainly reworks, various types
			-later at the lower stages, more
			 creatures from hell itself
				-eg: mantis, DRSL (maybe), gulpies (default legless form)??

	











	 





	-STORY LINE STUFF:
		-console info: military strike delayed
		-reason for liegh left behind.
		-
		-davis betrayel
		-liegh finding the information room, and
		 coming to his critical choice



	-figure out story for the thing.
		-Davis helps out from the console
			-becomes uneasy as liegh moves on, since he
			 thinks he's infected, but doesn't know how
			 to break it to him
			-eventually does tell liegh, but he thinks
			 it's just a pile of crap
			-davis eventually begs him to stop, and when
			 liegh refuses, cuts off contact with him.
			 (even tries to stop him as best he can).
			-Liegh swears he's going to beat his ass when
			 next time he sees him (davis).
			 
		-Obliterator scene occuring after a "boss" fight,
		 where Liegh is locked in a room as many enemies
		 come in after him.
			-room has a bit of space to allow dodging
			 
		-Wipe as a miniboss.
			-see reference
			-wall boss that comes in and out of the wall on the screen
			-fires off stuff and whatnot, and after being hit by enough 
			 bullets, gets stunned.
			-grenades cause damage to him, but unless stunned, he will go
			 back into the wall before the grenade explodes at him.
			-hand grenades and basic pistol ammo are dropped by some kind of 
			 enemy during the fight.
	

		-Animation sequences:
			-intro
			-pre fight with IanD
			-post fight with IanD
			-Getting the obliterator
			-ending sequence

		-Easter eggs:
			-after getting obliterator, can go back and use it
			 to go through a force field instead of going around 
			 it, and the remains of Shred are on the ground.

misc notes:
	-bonus minigame:
		-Jack golf!: Jack dressed in a soctish golfing outfit playing golf with heads. 
			j-"This is insulting"
			j-"not bad"
			j-"four!"
			j-"quite a shot"

			-//shaded figure
			I remember it all now.
			Every single memory, as clear as crystal.
			...But they're not mine.
			
			...

			

			
			
			
			
			
		ANIMATION SEQUENCES:
			-first meeting with davis
				-liegh pissed
			-after midboss scene
				-freaking out shooting at the corpse
		
		Trailer:
			-have miniboss as IanD, and have an animation.
			 sequence where he's introduced.
			-have a flash of the scene above in the trailer. 
			-have 1st level done, intro, (and menu?).
			-basic enemies, gore, etc.
			
		
*/