+ TODO
-- To do for Milestone2 -
-http://super-tux.sf.net/
+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
-High priority: milestone goals that should be implemented for next milestone
-Medium priority: would be nice to have for next milestone, but should
- be secondary to high priority goals
-Low priority: things that should be fixed sometime
+
+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
-Todo
-----
-H: high priority
-M: medium priority
-L: low priority
-?: bug or feature?
- - needs discussion
-[?] Default keyboard setup should change. Up will be needed for other features
- like going through doors and looking up, etc.
+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
-[H] Worldmap needs to allow multiple maps
- - or just one big map with multiple worlds?
-[H] Change resolution to 800x600
- - Levels need to be updated to resolution
- - half of the levels have been already updated
- - some fixed levels still have "glitches". See the menu level where
- some of the tiles are "wrong" and don't fit
+--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
+ - 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
- 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] stdint.h isn't a part of FreeBSD. We should probably use SDL integer
- types instead.
[H] Graphics
- New forest tileset
- Badguy sprites
- Tux's buttjump animation
-[H] Backgrounds should be square tiles instead of just tiling one image
- - Useful for vertical scrolling when we only want a sky background on the
- top of the level
- - Support for this is already available using a paralax tilemap layer
-
-[M] There are some weird graphical glitches when Tux bumps more than one block
- at the same time
[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 aborting a level, lives and score should remain the same as they
- were before. Solution: make more dependency between the game engine and
- worldmap or just backup those variables before starting a level. - fixed?
[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
-[M] You shouldn't be able to stand on invisible blocks, before you bumped them
- the roof
-
+[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
-[L] in the "Welcome to Antarctica" level, the blocks next to the first growup
- look like there are 2 blocks above each other when bumping against them as
- small tux...
-[L] time runs while being in in-game menu, at least a bit (jump, go to
- menu, wait a bit, leave menu, Tux will 'flip' to the ground,
- instead of fall, pause mode doesn't seem to have this problem, only
- menu)
-[L] catch exceptions thrown by lispreader
-[L] fadein/out for intro/extro would be nice
-[L] we only have a global counter for multiple coin blocks. This should be handled
- per block.
-[L] Show level number on top of the screen when playing the level
-[L] fix the door animation
+ - 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...