+ 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
+Programming
+~~~~~~~~~~~
--Scons--
* [H] Add an install target - done (however scons is creating stupid .sconsign
files at the install location :-/)
g++ -Wall .... -o build/linux/src/error.o src/error.cpp
--Collision Detection Rewrite (all [H])--
- * make blocks bounce again - ok
- * bonusblocks don't always bounce back to their original position (but stay a
- few pixels higher)
- * it's impossible to go into passages that have exactly the size of tux,
- either reduce collision rectangle by DELTA or round collision coordinates to
- integers...
- ** implement 1up - ok
- ** implement star - ok
- * bring back the enemies
- - add activation again
- - make api simpler
- - implement jumpy - ok
- -* implement spiky - ok
- - implement snowball - ok
+ * enemies:
- implement fish
- - implement bouncingsnowball - ok
- -* implement mriceblock - ~ok
- - implement flame - ok
- -* implement mrbomb - ok
- implement flyingsnowball
- implement wingling
- implement tree (really?)
- bring back stay on platform flag
- - make enemies bounce of upon each other again
- - make enemies fall again
- -* activate/deactive enemies when on screen/away again - ok
** implement ability to cary mriceblock (and other objects) around - delayed
for after big commit...
* smoke clouds are too fast
- * some shots disappear in the ground with a "max collision depth reached"
- message
- * rework collision detection to take movement into account - this should fix
- the egg suddenly turning directions and the somtimes strange behaviour
- when hitting a block from the side when falling.
* 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
- ** activate level end sequence again - ok
- ** make bullets kill enemies - ok
* fix bullet speed/behaviour
- ** fix ducking - ok
* check if unducking is actually possible or if something is in the way
* fix flapping
- ** having a star doesn't kill enemies - ok
- * tux always jumps to full height at the moment
+ * 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] eventually move over new lispreader code from tuxkart
[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.
-[H] implement quadtree to speed up collision detection
-[?] remove badguyspecs and bitmask files
+[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
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)
-
-[?] Default keyboard setup should change. Up will be needed for other features
- like going through doors and looking up, etc.
- Up arrow - Look up / activate
- Down arrow - Look down / duck
- Left arrow - Left move
- Right arrow - Right move
- Ctrl - Run / Power
- Space - Jump
-
-[H] Worldmap should have a flag to allow to go to another map after finishing
- a level from that one.
- It might be cool to have a (place group in the worldmap file that would
- allow such stuff as: levels, messages, wrapping and worldmap changing
- (or even combinations).
-[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
+[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
- New forest tileset
- Badguy sprites
- Tux's buttjump animation
-[H] Background code have the following bugs:
- - Gradient in software rendering doesn't currently work (at least here).
- Matze: can you give more details? The code looks perfectly fine to me
-
[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
-[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
- 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...