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 * [H] Generate the config.h file
23 * [M] improve opengl check to work on win32 and eventually more strange
25 * [H] Make sure compilation on win32 and cross-compilation works
26 * [M] compile some test executables to test for SDL, SDL_mixer and SDL_image.
27 Also test for version of SDL_mixer and SDL_image
28 * [M] Create a distclean target
29 * [M] Create a dist target
30 * [M] Add instructions to the README
31 * [L] If all of the [H] and [M] issues are fixed, remove autoconf/automake
32 * [L] Take a look if it is possible to make it a bit more quiet. (Similar to
33 linux kernel, samba or jam output would be optimum, ie.
34 C++ build/linux/src/bla.o
35 C++ build/linux/src/blup.o
36 C++ build/linux/src/error.o
37 Error on line xx in error.o: This source contained an error
39 g++ -Wall .... -o build/linux/src/error.o src/error.cpp
42 [?] Default keyboard setup should change. Up will be needed for other features
43 like going through doors and looking up, etc.
44 Up arrow - Look up / activate
45 Down arrow - Look down / duck
46 Left arrow - Left move
47 Right arrow - Right move
51 [H] Worldmap should have a flag to allow to go to another map after finishing
52 a level from that one.
53 It might be cool to have a (place group in the worldmap file that would
54 allow such stuff as: levels, messages, wrapping and worldmap changing
55 (or even combinations).
56 [H] Change resolution to 800x600
57 - Levels need to be updated to resolution
58 - half of the levels have been already updated
59 - some fixed levels still have "glitches". See the menu level where
60 some of the tiles are "wrong" and don't fit
61 [H] Buttjump related things
62 - Should kill enemies with a certain range
63 - Done--now needs to be tweaked
64 - Animation (need images)
65 - Should be a powerup item (still to be discussed)
66 - Should break bricks if Tux is on top of bricks, otherwise it should
67 kill enemies within a close range.
68 - After enemy-kill is used, powerup should be removed from Tux
69 [H] Icebullet related things
70 - we should decide on specifics
71 [H] Tux should fall while walking in tiles that have a space between.
72 - Possible solution: reduce Tux's width when checking collision with tiles
76 - Tux's buttjump animation
77 [H] Background code have the following bugs:
78 - Gradient in software rendering doesn't currently work (at least here).
79 Matze: can you give more details? The code looks perfectly fine to me
81 [M] There are some weird graphical glitches when Tux bumps more than one block
83 [M] Save score on per-level basis to make high-score
84 [M] Save time on per-level basis to make low-time-score
85 [M] Add bonus score for extra time left when finishing a level
86 [M] when bumping a special with 2 blocks at once, it won't change direction
87 [M] tux get killed if he kicks a iceblock while at the same time bouncing on
88 [M] You shouldn't be able to stand on invisible blocks, before you bumped them
90 [M] Implement Unisolid type for tiles (where collisions from below are ignored).
93 [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
94 - Not sure if this would be gameplay wise.
95 [L] in the "Welcome to Antarctica" level, the blocks next to the first growup
96 look like there are 2 blocks above each other when bumping against them as
98 [L] time runs while being in in-game menu, at least a bit (jump, go to
99 menu, wait a bit, leave menu, Tux will 'flip' to the ground,
100 instead of fall, pause mode doesn't seem to have this problem, only
102 [L] catch exceptions thrown by lispreader
106 - More things than just levels on the worldmap (similar to SMB3)