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