2 - To do for Milestone2 -
3 http://super-tux.sf.net/
5 High priority: milestone goals that should be implemented for next milestone
6 Medium priority: would be nice to have for next milestone, but should
7 be secondary to high priority goals
8 Low priority: things that should be fixed sometime
9 ?: Things that need to be discussed to determine whether or not they should be
21 * [H] Add an install target
22 * [M] improve opengl check to work on win32 and eventually more strange
24 * [H] Make sure compilation on win32 and cross-compilation works
25 * [M] compile some test executables to test for SDL, SDL_mixer and SDL_image.
26 Also test for version of SDL_mixer and SDL_image
27 * [M] Create a distclean target
28 * [M] Create a dist target
29 * [M] Add instructions to the README
30 * [L] If all of the [H] and [M] issues are fixed, remove autoconf/automake
31 * [L] Take a look if it is possible to make it a bit more quiet. (Similar to
32 linux kernel, samba or jam output would be optimum, ie.
33 C++ build/linux/src/bla.o
34 C++ build/linux/src/blup.o
35 C++ build/linux/src/error.o
36 Error on line xx in error.o: This source contained an error
38 g++ -Wall .... -o build/linux/src/error.o src/error.cpp
40 --Collision Detection Rewrite (all [H])--
41 * make blocks bounce again - ok
42 * bonusblocks don't always bounce back to their original position (but stay a
44 * it's impossible to go into passages that have exactly the size of tux,
45 either reduce collision rectangle by DELTA or round collision coordinates to
48 ** implement star - ok
49 * bring back the enemies
50 - add activation again
52 - implement jumpy - ok
53 -* implement spiky - ok
54 - implement snowball - ok
56 - implement bouncingsnowball - ok
57 -* implement mriceblock - ~ok
58 - implement flame - ok
59 -* implement mrbomb - ok
60 - implement flyingsnowball
62 - implement tree (really?)
63 - bring back stay on platform flag
64 - make enemies bounce of upon each other again
65 - make enemies fall again
66 -* activate/deactive enemies when on screen/away again - ok
67 ** implement ability to cary mriceblock (and other objects) around - delayed
68 for after big commit...
69 * smoke clouds are too fast
70 * some shots disappear in the ground with a "max collision depth reached"
72 * rework collision detection to take movement into account - this should fix
73 the egg suddenly turning directions and the somtimes strange behaviour
74 when hitting a block from the side when falling.
75 * rethink slopes collision feedback... tux becomes too slow when walking up
76 and starts jumping when walking down
77 * think about an attachement mechanism for moving platforms
78 * implement paths for the moving platform, implement simple moving platforms
79 ** activate level end sequence again - ok
80 ** make bullets kill enemies - ok
81 * fix bullet speed/behaviour
83 * check if unducking is actually possible or if something is in the way
85 ** having a star doesn't kill enemies - ok
87 --Code Refactoring/Cleanup/Optimisation--
88 [H] make the title using GameSession instead of reimplementing all the stuff
89 [L] rename gameloop.* files to gamesession.*
90 [L] rename GameObject::action to GameObject::update()
91 [L] use physfs for loading files
92 [L] eventually move over new lispreader code from tuxkart
93 [L] change physics class y-velocity-coordinate to be like all other
94 y-coordinates again (positive y to go down)
95 [M] harmonize to 1 single gameloop that switches between title, worldmap,
96 ingame mode and eventually leveleditor mode
97 [H] introduce a special mode in DrawingContext for objects that want to draw
98 themselfes. This could speed up rendering of tilemaps.
99 [H] implement quadtree to speed up collision detection
100 [?] remove badguyspecs and bitmask files
103 [?] think about how to implement scripting, and how to make a simple and easy to
104 use api for the scripting interface
105 (language will probably be lua - just have to figure out how well we can do
106 without OO support in the scripting language.
107 Other candidates are python, ruby and less likely java, mono/.net,
108 surely no own invention, perl or 1 of these c-like scripting languages)
110 [?] Default keyboard setup should change. Up will be needed for other features
111 like going through doors and looking up, etc.
112 Up arrow - Look up / activate
113 Down arrow - Look down / duck
114 Left arrow - Left move
115 Right arrow - Right move
119 [H] Worldmap should have a flag to allow to go to another map after finishing
120 a level from that one.
121 It might be cool to have a (place group in the worldmap file that would
122 allow such stuff as: levels, messages, wrapping and worldmap changing
123 (or even combinations).
124 [H] Change resolution to 800x600
125 - Levels need to be updated to resolution
126 - half of the levels have been already updated
127 - some fixed levels still have "glitches". See the menu level where
128 some of the tiles are "wrong" and don't fit
129 [H] Buttjump related things
130 - Should kill enemies with a certain range
131 - Done--now needs to be tweaked
132 - Animation (need images)
133 - Should be a powerup item (still to be discussed)
134 - Should break bricks if Tux is on top of bricks, otherwise it should
135 kill enemies within a close range.
136 - After enemy-kill is used, powerup should be removed from Tux
137 [H] Icebullet related things
138 - we should decide on specifics
139 [H] Tux should fall while walking in tiles that have a space between.
140 - Possible solution: reduce Tux's width when checking collision with tiles
144 - Tux's buttjump animation
145 [H] Background code have the following bugs:
146 - Gradient in software rendering doesn't currently work (at least here).
147 Matze: can you give more details? The code looks perfectly fine to me
149 [M] There are some weird graphical glitches when Tux bumps more than one block
151 [M] Save score on per-level basis to make high-score
152 [M] Save time on per-level basis to make low-time-score
153 [M] Add bonus score for extra time left when finishing a level
154 [M] when bumping a special with 2 blocks at once, it won't change direction
155 [M] tux get killed if he kicks a iceblock while at the same time bouncing on
156 [M] You shouldn't be able to stand on invisible blocks, before you bumped them
158 [M] Implement Unisolid type for tiles (where collisions from below are ignored).
161 [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
162 - Not sure if this would be gameplay wise.
163 [L] in the "Welcome to Antarctica" level, the blocks next to the first growup
164 look like there are 2 blocks above each other when bumping against them as
166 [L] time runs while being in in-game menu, at least a bit (jump, go to
167 menu, wait a bit, leave menu, Tux will 'flip' to the ground,
168 instead of fall, pause mode doesn't seem to have this problem, only
170 [L] catch exceptions thrown by lispreader
174 - More things than just levels on the worldmap (similar to SMB3)