TODO Milestone 2 ~~~~~~~~~~~ Documents and ideas: http://super-tux.sourceforge.net/milestone2 Wiki: http://netpanzer.berlios.de/supertux esp. http://netpanzer.berlios.de/supertux/index.php/Forest Notes ~~~~~ High priority [H]: milestone goals that should be implemented for next milestone Medium priority [M]: would be nice to have for next milestone, but should be secondary to high priority goals Low priority [L]: things that should be fixed sometime ?: Things that need to be discussed to determine whether or not they should be implemented Programming ~~~~~~~~~~~ --Scons-- * [H] Add an install target - done (however scons is creating stupid .sconsign files at the install location :-/) * [M] improve opengl check to work on win32 and eventually more strange systems again * [H] Make sure compilation on win32 and cross-compilation works * [M] compile some test executables to test for SDL, SDL_mixer and SDL_image. Also test for version of SDL_mixer and SDL_image * [M] Create a distclean target * [M] Create a dist target * [M] Add instructions to the README * [L] If all of the [H] and [M] issues are fixed, remove autoconf/automake * [L] Take a look if it is possible to make it a bit more quiet. (Similar to linux kernel, samba or jam output would be optimum, ie. C++ build/linux/src/bla.o C++ build/linux/src/blup.o C++ build/linux/src/error.o Error on line xx in error.o: This source contained an error g++ -Wall .... -o build/linux/src/error.o src/error.cpp --Collision Detection Rewrite (all [H])-- * enemies: - implement fish - implement flyingsnowball - implement wingling - implement tree (really?) - bring back stay on platform flag ** implement ability to cary mriceblock (and other objects) around - delayed for after big commit... * smoke clouds are too fast * rethink slopes collision feedback... tux becomes too slow when walking up and starts jumping when walking down * think about an attachement mechanism for moving platforms * implement paths for the moving platform, implement simple moving platforms * fix bullet speed/behaviour * check if unducking is actually possible or if something is in the way * fix flapping * what to do when stuck under tiles (after using duck-sliding) * do we want multi hit scores again? * tux doesn't stop at igloo anymore * buttjump is deactivated * implement quadtree or grid to speedup collision detection --Code Refactoring/Cleanup/Optimisation-- [H] make the title using GameSession instead of reimplementing all the stuff [L] rename gameloop.* files to gamesession.* [L] rename GameObject::action to GameObject::update() [L] use physfs for loading files [L] change physics class y-velocity-coordinate to be like all other y-coordinates again (positive y to go down) [M] harmonize to 1 single gameloop that switches between title, worldmap, ingame mode and eventually leveleditor mode [H] introduce a special mode in DrawingContext for objects that want to draw themselfes. This could speed up rendering of tilemaps. [M] Make the gamelogic run in a fixed logical framerate --Miscellaneous-- [?] think about how to implement scripting, and how to make a simple and easy to use api for the scripting interface (language will probably be lua - just have to figure out how well we can do without OO support in the scripting language. Other candidates are python, ruby and less likely java, mono/.net, surely no own invention, perl or 1 of these c-like scripting languages) [H] Create a "sound object" that is an object or area, that can be placed on the map and constantly plays a .wav file to improve game athmosphere. Good examples would be a water sound which can be placed at waterfalls, a kuckoo sound that can be placed into the wood, bubling sound for lava, ... [?] Create a falling leaves particle system. (I.e. slowly falling leaves in the background) along with nice leaves graphics. - the problem here is that leaves don't fall of the sky and fir trees don't have leaves :-/ [H] Add a simple rock object that can be carried around [H] Add a rope object on which tux is able to climb, also add a ? block that emits a rope when hit [H] redo trampolines [H] Buttjump related things - Should kill enemies with a certain range - Done--now needs to be tweaked - Animation (need images) - Should be a powerup item (still to be discussed) - Should break bricks if Tux is on top of bricks, otherwise it should kill enemies within a close range. - After enemy-kill is used, powerup should be removed from Tux [H] Icebullet related things - we should decide on specifics [H] Tux should fall while walking in tiles that have a space between. - Possible solution: reduce Tux's width when checking collision with tiles [H] Graphics - New forest tileset - Badguy sprites - Tux's buttjump animation [M] Save score on per-level basis to make high-score [M] Save time on per-level basis to make low-time-score [M] Add bonus score for extra time left when finishing a level [M] when bumping a special with 2 blocks at once, it won't change direction [M] tux get killed if he kicks a iceblock while at the same time bouncing on [L] The camera does some nasty little jumps if you jumped up on a higher place where the camera didn't completely follow yet and you fall down directly again. This will suddenly raise the camera up. [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy - Not sure if this would be gameplay wise. [L] There is a report that the joypad is always used on windows and more severe it generates random up/down events, though it is callibrated correctly. Graphics ~~~~~~~~ [H] Graphics+Animations for the Yeti (see also http://netpanzer.berlios.de/supertux/index.php/Yeti) [H] Graphics for the 5 keys in the forest world, graphics for the castle door with 5 key holes [H] New tiles for the forest worldmap [H] Create a graphics to visually present reset points. (Maybe a bell that starts swinging once tux touched it?) [M] Add graphics for ropes [L] Create graphics for bubbles and soap (not necessary for milestone2) -new enemies need to be designed and added Beyond Milestone2 ~~~~~~~~~~~~~~~~~ - More things than just levels on the worldmap (similar to SMB3) - if we have a logical framerate we could record/play demos by simply storing the pressed keys in each frame...