---Miscelaneous--
-[?] 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
+--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