+Programming
+~~~~~~~~~~~
+--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)
+[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