-- To do for Milestone2 -
-http://super-tux.sf.net/
-
-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
-?: 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
-
---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.
- 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
- - 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
-
-[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] Allow any object to be inside of a [?] box, ie. trampoline or badguy
- - Not sure if this would be gameplay wise.
-
-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...