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 [?] When jumping into a brick and there is a powerup, it should change
21 direction or not, depending where the collision was. It currently sucks.
22 - Discuss this, is that really what we want?
23 [?] Default keyboard setup should change. Up will be needed for other features
24 like going through doors and looking up, etc.
26 [H] Make sure there are no invalid tile numbers in the level files
27 - Tile 6 occurs in world1/level5.stl as well as other levels
28 [H] Adding objects should be done by adding them into a queue and then
29 physically added at the end of Sector::action()
30 - may cause crashes otherwise (due to iterators)
31 - see world1/level7.stl, killing the bombs
32 [H] Worldmap needs to allow multiple maps
33 - or just one big map with multiple worlds?
34 [H] Change resolution to 800x600
35 - Levels need to be updated to resolution
36 (half of the levels have been already updated)
37 [H] Buttjump related things
38 ? Right now only breaks bricks beneath tux - what else should it break
39 - Should kill enemies with a certain range
40 - Done--now needs to be tweaked
41 - Animation (need images)
42 ? Should disable Tux's movement temporarily (1 second?)
43 [H] Tux should fall while walking in tiles that have a space between.
44 - Possible solution: reduce Tux's width when checking collision with tiles
45 [H] stdint.h isn't a part of FreeBSD. We should probably use SDL integer
47 [H] Dead Tux/badguys should be drawn on top of the foreground layer
51 - Tux's buttjump animation
53 [M] Save score on per-level basis to make high-score
54 [M] Save time on per-level basis to make low-time-score
55 [M] Add bonus score for extra time left when finishing a level
56 [M] When aborting a level, lives and score should remain the same as they
57 were before. Solution: make more dependency between the game engine and
58 worldmap or just backup those variables before starting a level. - fixed?
59 [M] when bumping a special with 2 blocks at once, it won't change direction
60 [M] tux get killed if he kicks a iceblock while at the same time bouncing on
61 [M] You shouldn't be able to stand on invisible blocks, before you bumped them
63 [M] bombs should explode directly when hit by another bomb or a mr.iceblock
64 - right now they transform into a "squished mrbomb"
66 [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
67 [L] in the "Welcome to Antarctica" level, the blocks next to the first growup
68 look like there are 2 blocks above each other when bumping against them as
70 [L] time runs while being in in-game menu, at least a bit (jump, go to
71 menu, wait a bit, leave menu, Tux will 'flip' to the ground,
72 instead of fall, pause mode doesn't seem to have this problem, only
74 [L] catch exceptions thrown by lispreader
75 [L] fadein/out for intro/extro would be nice
76 [L] we only have a global counter for multiple coin blocks. This should be handled
81 - More things than just levels on the worldmap (similar to SMB3)