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] Make sure there are no invalid tile numbers in the level files
24 - Tile 6 occurs in world1/level5.stl as well as other levels
25 [H] Adding objects should be done by adding them into a queue and then
26 physically added at the end of Sector::action()
27 - may cause crashes otherwise (due to iterators)
28 - see world1/level7.stl, killing the bombs
29 [H] Worldmap needs to allow multiple maps
30 - or just one big map with multiple worlds?
31 [H] Change resolution to 800x600
32 - Levels need to be updated to resolution
33 (half of the levels have been already updated)
34 [H] Buttjump related things
35 ? Right now only breaks bricks beneath tux - what else should it break
36 - Should kill enemies with a certain range
37 - Done--now needs to be tweaked
38 - Animation (need images)
39 ? Should disable Tux's movement temporarily (1 second?)
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
44 [H] Dead Tux/badguys should be drawn on top of the foreground layer
48 - Tux's buttjump animation
49 [H] When bumping powerups, they should bounce away from the centre of Tux
50 [H] Backgrounds should be square tiles instead of just tiling one image
51 - Useful for vertical scrolling when we only want a sky background on the
54 [M] Save score on per-level basis to make high-score
55 [M] Save time on per-level basis to make low-time-score
56 [M] Add bonus score for extra time left when finishing a level
57 [M] When aborting a level, lives and score should remain the same as they
58 were before. Solution: make more dependency between the game engine and
59 worldmap or just backup those variables before starting a level. - fixed?
60 [M] when bumping a special with 2 blocks at once, it won't change direction
61 [M] tux get killed if he kicks a iceblock while at the same time bouncing on
62 [M] You shouldn't be able to stand on invisible blocks, before you bumped them
64 [M] bombs should explode directly when hit by another bomb or a mr.iceblock
65 - right now they transform into a "squished mrbomb"
67 [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
68 [L] in the "Welcome to Antarctica" level, the blocks next to the first growup
69 look like there are 2 blocks above each other when bumping against them as
71 [L] time runs while being in in-game menu, at least a bit (jump, go to
72 menu, wait a bit, leave menu, Tux will 'flip' to the ground,
73 instead of fall, pause mode doesn't seem to have this problem, only
75 [L] catch exceptions thrown by lispreader
76 [L] fadein/out for intro/extro would be nice
77 [L] we only have a global counter for multiple coin blocks. This should be handled
82 - More things than just levels on the worldmap (similar to SMB3)