-[H] AX_CHECK_GL produces an error during configure
-[M] Enemies can get stuck when colliding.
-[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.
-[M] When jumping into a brick and there is a powerup, it should change direction or not,
- depending where the collision was. It currently sucks.
-[M] Tux should fall while walking in tiles that have a space between.
-[M] Camera movement shouldn't be so fast at the beggining, it takes the focus from
- the game.
-[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] change lispreader to throw exceptions instead of simply assert() on
- syntax error
-[L] fadein/out for intro/extro would be nice
-[L] when bumping a special with 2 blocks at once, it won't change direction
-[L] tux get killed if he kicks a iceblock while at the same time
- bouncing on the roof
+[?] 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
+ 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...
+
+[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
+ - Should kill enemies with a certain range
+ - Done--now needs to be tweaked
+ - Animation (need images)
+ - 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
+[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
+[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.