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])--
44 - implement flyingsnowball
46 - implement tree (really?)
47 - bring back stay on platform flag
48 - make enemies bounce of upon each other again
49 - make enemies fall again - ok
50 ** implement ability to cary mriceblock (and other objects) around - delayed
51 for after big commit...
52 * smoke clouds are too fast
53 * rethink slopes collision feedback... tux becomes too slow when walking up
54 and starts jumping when walking down
55 * think about an attachement mechanism for moving platforms
56 * implement paths for the moving platform, implement simple moving platforms
57 * fix bullet speed/behaviour
58 * check if unducking is actually possible or if something is in the way
60 * what to do when stuck under tiles (after using duck-sliding)
61 * do we want multi hit scores again?
62 * tux doesn't stop at igloo anymore
63 * buttjump is deactivated
64 * implement quadtree or grid to speedup collision detection
66 --Code Refactoring/Cleanup/Optimisation--
67 [H] make the title using GameSession instead of reimplementing all the stuff
68 [L] rename gameloop.* files to gamesession.*
69 [L] rename GameObject::action to GameObject::update()
70 [L] use physfs for loading files
71 [L] eventually move over new lispreader code from tuxkart
72 [L] change physics class y-velocity-coordinate to be like all other
73 y-coordinates again (positive y to go down)
74 [M] harmonize to 1 single gameloop that switches between title, worldmap,
75 ingame mode and eventually leveleditor mode
76 [H] introduce a special mode in DrawingContext for objects that want to draw
77 themselfes. This could speed up rendering of tilemaps.
78 [M] Make the gamelogic run in a fixed logical framerate
81 [?] think about how to implement scripting, and how to make a simple and easy to
82 use api for the scripting interface
83 (language will probably be lua - just have to figure out how well we can do
84 without OO support in the scripting language.
85 Other candidates are python, ruby and less likely java, mono/.net,
86 surely no own invention, perl or 1 of these c-like scripting languages)
88 [?] Default keyboard setup should change. Up will be needed for other features
89 like going through doors and looking up, etc.
90 Up arrow - Look up / activate
91 Down arrow - Look down / duck
92 Left arrow - Left move
93 Right arrow - Right move
97 [H] Worldmap should have a flag to allow to go to another map after finishing
98 a level from that one.
99 It might be cool to have a (place group in the worldmap file that would
100 allow such stuff as: levels, messages, wrapping and worldmap changing
101 (or even combinations).
102 [H] Change resolution to 800x600
103 - Levels need to be updated to resolution
104 - half of the levels have been already updated
105 - some fixed levels still have "glitches". See the menu level where
106 some of the tiles are "wrong" and don't fit
107 [H] Buttjump related things
108 - Should kill enemies with a certain range
109 - Done--now needs to be tweaked
110 - Animation (need images)
111 - Should be a powerup item (still to be discussed)
112 - Should break bricks if Tux is on top of bricks, otherwise it should
113 kill enemies within a close range.
114 - After enemy-kill is used, powerup should be removed from Tux
115 [H] Icebullet related things
116 - we should decide on specifics
117 [H] Tux should fall while walking in tiles that have a space between.
118 - Possible solution: reduce Tux's width when checking collision with tiles
122 - Tux's buttjump animation
124 [M] Save score on per-level basis to make high-score
125 [M] Save time on per-level basis to make low-time-score
126 [M] Add bonus score for extra time left when finishing a level
127 [M] when bumping a special with 2 blocks at once, it won't change direction
128 [M] tux get killed if he kicks a iceblock while at the same time bouncing on
130 [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
131 - Not sure if this would be gameplay wise.
135 - More things than just levels on the worldmap (similar to SMB3)
136 - if we have a logical framerate we could record/play demos by simply storing
137 the pressed keys in each frame...