?: bug or feature?
- needs discussion
+--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)
+
[?] Default keyboard setup should change. Up will be needed for other features
like going through doors and looking up, etc.
- Ricardo: IMO, there should be the following keys for the following actions:
- Up arrow - Look up
+ Up arrow - Look up / activate
Down arrow - Look down / duck
Left arrow - Left move
Right arrow - Right move
Ctrl - Run / Power
- Alt - Jump
- Not sure if Open doors action would be attributed to Up or Ctrl...
+ 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).
+ 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
- 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
-[H] Background code have the following bugs:
- - Gradient in software rendering doesn't currently work (at least here).
- - Images tiling code sucks resulting in glitches and unecessary drawings.
-[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 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
-[M] Implement Unisolid type for tiles (where collisions from below are ignored).
-[M] Menu doesn't jump titles, and doesn't seem to like having menu entries created
- after initialization.
[L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
- Not sure if this would be gameplay wise.
-[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] we only have a global counter for multiple coin blocks. This should be handled
- per block. - Why is this a bad thing? It avoids unnecessary cpu and memory use.
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...