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.
22 Ricardo: IMO, there should be the following keys for the following actions:
24 Down arrow - Look down / duck
25 Left arrow - Left move
26 Right arrow - Right move
29 Not sure if Open doors action would be attributed to Up or Ctrl...
31 [H] Worldmap should have a flag to allow to go to another map after finishing
32 a level from that one.
33 It might be cool to have a (place group in the worldmap file that would allow
34 such stuff as: levels, messages, wrapping and worldmap changing (or even
36 [H] Change resolution to 800x600
37 - Levels need to be updated to resolution
38 - half of the levels have been already updated
39 - some fixed levels still have "glitches". See the menu level where
40 some of the tiles are "wrong" and don't fit
41 [H] Buttjump related things
42 - Should kill enemies with a certain range
43 - Done--now needs to be tweaked
44 - Animation (need images)
45 - Should be a powerup item (still to be discussed)
46 - Should break bricks if Tux is on top of bricks, otherwise it should
47 kill enemies within a close range.
48 - After enemy-kill is used, powerup should be removed from Tux
49 [H] Icebullet related things
50 - we should decide on specifics
51 [H] Tux should fall while walking in tiles that have a space between.
52 - Possible solution: reduce Tux's width when checking collision with tiles
56 - Tux's buttjump animation
57 [H] Backgrounds should be square tiles instead of just tiling one image
58 - Useful for vertical scrolling when we only want a sky background on the
60 - Support for this is already available using a paralax tilemap layer
61 [H] Background code have the following bugs:
62 - Gradient in software rendering doesn't currently work (at least here).
63 - Images tiling code sucks resulting in glitches and unecessary drawings.
65 [M] There are some weird graphical glitches when Tux bumps more than one block
67 [M] Save score on per-level basis to make high-score
68 [M] Save time on per-level basis to make low-time-score
69 [M] Add bonus score for extra time left when finishing a level
70 [M] when bumping a special with 2 blocks at once, it won't change direction
71 [M] tux get killed if he kicks a iceblock while at the same time bouncing on
72 [M] You shouldn't be able to stand on invisible blocks, before you bumped them
74 [M] Implement Unisolid type for tiles (where collisions from below are ignored).
75 [M] Menu doesn't jump titles, and doesn't seem to like having menu entries created
78 [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
79 - Not sure if this would be gameplay wise.
80 [L] in the "Welcome to Antarctica" level, the blocks next to the first growup
81 look like there are 2 blocks above each other when bumping against them as
83 [L] time runs while being in in-game menu, at least a bit (jump, go to
84 menu, wait a bit, leave menu, Tux will 'flip' to the ground,
85 instead of fall, pause mode doesn't seem to have this problem, only
87 [L] catch exceptions thrown by lispreader
88 [L] we only have a global counter for multiple coin blocks. This should be handled
89 per block. - Why is this a bad thing? It avoids unnecessary cpu and memory use.
93 - More things than just levels on the worldmap (similar to SMB3)