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
20 [?] Default keyboard setup should change. Up will be needed for other features
21 like going through doors and looking up, etc.
23 [H] Worldmap needs to allow multiple maps
24 - or just one big map with multiple worlds?
25 [H] Change resolution to 800x600
26 - Levels need to be updated to resolution
27 - half of the levels have been already updated
28 - some fixed levels still have "glitches". See the menu level where
29 some of the tiles are "wrong" and don't fit
30 [H] Buttjump related things
31 - Should kill enemies with a certain range
32 - Done--now needs to be tweaked
33 - Animation (need images)
34 - Should be a powerup item
35 - Should break bricks if Tux is on top of bricks, otherwise it should
36 kill enemies within a close range.
37 - After enemy-kill is used, powerup should be removed from Tux
38 [H] Icebullet related things
39 - we should decide on specifics
40 [H] Tux should fall while walking in tiles that have a space between.
41 - Possible solution: reduce Tux's width when checking collision with tiles
42 [H] stdint.h isn't a part of FreeBSD. We should probably use SDL integer
47 - Tux's buttjump animation
48 [H] Backgrounds should be square tiles instead of just tiling one image
49 - Useful for vertical scrolling when we only want a sky background on the
51 - Support for this is already available using a paralax tilemap layer
53 [M] There are some weird graphical glitches when Tux bumps more than one block
55 [M] Save score on per-level basis to make high-score
56 [M] Save time on per-level basis to make low-time-score
57 [M] Add bonus score for extra time left when finishing a level
58 [M] When aborting a level, lives and score should remain the same as they
59 were before. Solution: make more dependency between the game engine and
60 worldmap or just backup those variables before starting a level. - fixed?
61 [M] when bumping a special with 2 blocks at once, it won't change direction
62 [M] tux get killed if he kicks a iceblock while at the same time bouncing on
63 [M] You shouldn't be able to stand on invisible blocks, before you bumped them
66 [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
67 [L] in the "Welcome to Antarctica" level, the blocks next to the first growup
68 look like there are 2 blocks above each other when bumping against them as
70 [L] time runs while being in in-game menu, at least a bit (jump, go to
71 menu, wait a bit, leave menu, Tux will 'flip' to the ground,
72 instead of fall, pause mode doesn't seem to have this problem, only
74 [L] catch exceptions thrown by lispreader
75 [L] fadein/out for intro/extro would be nice
76 [L] we only have a global counter for multiple coin blocks. This should be handled
78 [L] Show level number on top of the screen when playing the level
79 [L] Fix the door animation
80 [L] Prevent Tux from being able to jump over ending sequence triggers
84 - More things than just levels on the worldmap (similar to SMB3)