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
41 [?] Default keyboard setup should change. Up will be needed for other features
42 like going through doors and looking up, etc.
43 Up arrow - Look up / activate
44 Down arrow - Look down / duck
45 Left arrow - Left move
46 Right arrow - Right move
50 [H] Worldmap should have a flag to allow to go to another map after finishing
51 a level from that one.
52 It might be cool to have a (place group in the worldmap file that would
53 allow such stuff as: levels, messages, wrapping and worldmap changing
54 (or even combinations).
55 [H] Change resolution to 800x600
56 - Levels need to be updated to resolution
57 - half of the levels have been already updated
58 - some fixed levels still have "glitches". See the menu level where
59 some of the tiles are "wrong" and don't fit
60 [H] Buttjump related things
61 - Should kill enemies with a certain range
62 - Done--now needs to be tweaked
63 - Animation (need images)
64 - Should be a powerup item (still to be discussed)
65 - Should break bricks if Tux is on top of bricks, otherwise it should
66 kill enemies within a close range.
67 - After enemy-kill is used, powerup should be removed from Tux
68 [H] Icebullet related things
69 - we should decide on specifics
70 [H] Tux should fall while walking in tiles that have a space between.
71 - Possible solution: reduce Tux's width when checking collision with tiles
75 - Tux's buttjump animation
76 [H] Background code have the following bugs:
77 - Gradient in software rendering doesn't currently work (at least here).
78 Matze: can you give more details? The code looks perfectly fine to me
80 [M] There are some weird graphical glitches when Tux bumps more than one block
82 [M] Save score on per-level basis to make high-score
83 [M] Save time on per-level basis to make low-time-score
84 [M] Add bonus score for extra time left when finishing a level
85 [M] when bumping a special with 2 blocks at once, it won't change direction
86 [M] tux get killed if he kicks a iceblock while at the same time bouncing on
87 [M] You shouldn't be able to stand on invisible blocks, before you bumped them
89 [M] Implement Unisolid type for tiles (where collisions from below are ignored).
92 [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
93 - Not sure if this would be gameplay wise.
94 [L] in the "Welcome to Antarctica" level, the blocks next to the first growup
95 look like there are 2 blocks above each other when bumping against them as
97 [L] time runs while being in in-game menu, at least a bit (jump, go to
98 menu, wait a bit, leave menu, Tux will 'flip' to the ground,
99 instead of fall, pause mode doesn't seem to have this problem, only
101 [L] catch exceptions thrown by lispreader
105 - More things than just levels on the worldmap (similar to SMB3)