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 - done (however scons is creating stupid .sconsign
22 files at the install location :-/)
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
41 --Collision Detection Rewrite (all [H])--
42 * make blocks bounce again - ok
43 * bonusblocks don't always bounce back to their original position (but stay a
45 * it's impossible to go into passages that have exactly the size of tux,
46 either reduce collision rectangle by DELTA or round collision coordinates to
49 ** implement star - ok
50 * bring back the enemies
51 - add activation again
53 - implement jumpy - ok
54 -* implement spiky - ok
55 - implement snowball - ok
57 - implement bouncingsnowball - ok
58 -* implement mriceblock - ~ok
59 - implement flame - ok
60 -* implement mrbomb - ok
61 - implement flyingsnowball
63 - implement tree (really?)
64 - bring back stay on platform flag
65 - make enemies bounce of upon each other again
66 - make enemies fall again - ok
67 -* activate/deactive enemies when on screen/away again - ok
68 ** implement ability to cary mriceblock (and other objects) around - delayed
69 for after big commit...
70 * smoke clouds are too fast
71 * some shots disappear in the ground with a "max collision depth reached"
73 * rework collision detection to take movement into account - this should fix
74 the egg suddenly turning directions and the somtimes strange behaviour
75 when hitting a block from the side when falling.
76 * rethink slopes collision feedback... tux becomes too slow when walking up
77 and starts jumping when walking down
78 * think about an attachement mechanism for moving platforms
79 * implement paths for the moving platform, implement simple moving platforms
80 ** activate level end sequence again - ok
81 ** make bullets kill enemies - ok
82 * fix bullet speed/behaviour
84 * check if unducking is actually possible or if something is in the way
86 ** having a star doesn't kill enemies - ok
87 * tux always jumps to full height at the moment - ok
88 * invisble blocks are visible and make the game crash when bumped - ok
89 * reimplement spikes as objects
90 * what to do when stuck under tiles (after using duck-sliding)
91 * do we want multi hit scores again?
92 * tux doesn't stop at igloo anymore
94 --Code Refactoring/Cleanup/Optimisation--
95 [H] make the title using GameSession instead of reimplementing all the stuff
96 [L] rename gameloop.* files to gamesession.*
97 [L] rename GameObject::action to GameObject::update()
98 [L] use physfs for loading files
99 [L] eventually move over new lispreader code from tuxkart
100 [L] change physics class y-velocity-coordinate to be like all other
101 y-coordinates again (positive y to go down)
102 [M] harmonize to 1 single gameloop that switches between title, worldmap,
103 ingame mode and eventually leveleditor mode
104 [H] introduce a special mode in DrawingContext for objects that want to draw
105 themselfes. This could speed up rendering of tilemaps.
106 [H] implement quadtree to speed up collision detection
107 [?] remove badguyspecs and bitmask files
110 [?] think about how to implement scripting, and how to make a simple and easy to
111 use api for the scripting interface
112 (language will probably be lua - just have to figure out how well we can do
113 without OO support in the scripting language.
114 Other candidates are python, ruby and less likely java, mono/.net,
115 surely no own invention, perl or 1 of these c-like scripting languages)
117 [?] Default keyboard setup should change. Up will be needed for other features
118 like going through doors and looking up, etc.
119 Up arrow - Look up / activate
120 Down arrow - Look down / duck
121 Left arrow - Left move
122 Right arrow - Right move
126 [H] Worldmap should have a flag to allow to go to another map after finishing
127 a level from that one.
128 It might be cool to have a (place group in the worldmap file that would
129 allow such stuff as: levels, messages, wrapping and worldmap changing
130 (or even combinations).
131 [H] Change resolution to 800x600
132 - Levels need to be updated to resolution
133 - half of the levels have been already updated
134 - some fixed levels still have "glitches". See the menu level where
135 some of the tiles are "wrong" and don't fit
136 [H] Buttjump related things
137 - Should kill enemies with a certain range
138 - Done--now needs to be tweaked
139 - Animation (need images)
140 - Should be a powerup item (still to be discussed)
141 - Should break bricks if Tux is on top of bricks, otherwise it should
142 kill enemies within a close range.
143 - After enemy-kill is used, powerup should be removed from Tux
144 [H] Icebullet related things
145 - we should decide on specifics
146 [H] Tux should fall while walking in tiles that have a space between.
147 - Possible solution: reduce Tux's width when checking collision with tiles
151 - Tux's buttjump animation
152 [H] Background code have the following bugs:
153 - Gradient in software rendering doesn't currently work (at least here).
154 Matze: can you give more details? The code looks perfectly fine to me
156 [M] Save score on per-level basis to make high-score
157 [M] Save time on per-level basis to make low-time-score
158 [M] Add bonus score for extra time left when finishing a level
159 [M] when bumping a special with 2 blocks at once, it won't change direction
160 [M] tux get killed if he kicks a iceblock while at the same time bouncing on
162 [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
163 - Not sure if this would be gameplay wise.
167 - More things than just levels on the worldmap (similar to SMB3)