+ 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
-
---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
+Programming
+~~~~~~~~~~~
--Collision Detection Rewrite (all [H])--
* enemies:
- implement fish
- - implement flyingsnowball
- implement wingling
+ - implement stalactite
- implement tree (really?)
- bring back stay on platform flag
- - make enemies bounce of upon each other again
- - make enemies fall again - ok
- ** implement ability to cary mriceblock (and other objects) around - delayed
- for after big commit...
+ ** implement ability to cary mriceblock (and other objects) around
* smoke clouds are too fast
* rethink slopes collision feedback... tux becomes too slow when walking up
and starts jumping when walking down
* 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
+ - just slide through?
+ * do we want multi hit scores again? - not in the form of scores
* buttjump is deactivated
* implement quadtree or grid to speedup collision detection
[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)
+[L] rename files like tile_manage.* to TileManager.* because they contain a
+ class named TileManager not tile_manager. Eventually use .hpp instead of .h
+ to indicate the usage of c++
[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
+[L] 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
+--Objects--
+[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,
+ ...
+ The sound object should be configurable:
+ To be position independent (always play), to have a spot position so
+ that it gets louder when tux gets nearer to the spot (or a rectangular
+ area instead of the spot?). You should be able to configure the sound
+ to be constantly looped or to be played in some random fashion
+ (ie. play and then 5-10 seconds pause).
+[H] Create a "sign" object, ie an object that can be placed on the level and
+ contains messages (like the run sign we have at the moment but
+ programmatically created so that we can translate it)
+[H] Create an "info block" ie. a block with a lightbulb on it or so that
+ displays some info text when jumped against. The textbox should be done
+ indepently of the info block and could be reused in cutscenes later...
+[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
+
--Miscellaneous--
[?] think about how to implement scripting, and how to make a simple and easy to
use api for the scripting interface
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] Buttjump related things
+ - enable buttjump again
- Should kill enemies with a certain range
- Done--now needs to be tweaked
- Animation (need images)
- 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...
+
+[L] --Scons--
+We can just stay with jam for now. Compared to scons jam is at least faster and
+doesn't suffer from the problems below.
+
+ * [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