-- To do for Milestone1 -
+- To do for Milestone2 -
http://super-tux.sf.net/
-Last update: May 3, 2004
-
-These are mostly bugs:
+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
+
+[?] 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] AX_CHECK_GL produces an error during configure
+[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
- - Might still be some other bugs to iron out
+ - 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
- - Right now only breaks bricks beneath tux
- - Should only work when Tux is bug
- Should kill enemies with a certain range
- - Should disable Tux Temporarily
+ - Done--now needs to be tweaked
- Animation (need images)
- - Change controls (just press down while in air, not Up+Down)
-
-[H] Camera movement shouldn't be so fast at the beggining, it takes the focus from
- the game (backscrolling)
+ - 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 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. - fixed?
-[H] in the "Welcome to Antarctica" level, the blocks next to the first growup
- look like there are 2 blocks above each other when bumping against them as
- small tux...
-[H] Enemies should turn upside down after being hit by an kicked
- iceblock, fireball or bomb
-[H] 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] 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 the roof
+[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).
+[L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
+ - Not sure if this would be gameplay wise.
+[L] in the "Welcome to Antarctica" level, the blocks next to the first growup
+ look like there are 2 blocks above each other when bumping against them as
+ small tux...
[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)
+ 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] catch exceptions thrown by lispreader
-[L] fadein/out for intro/extro would be nice
-
-
-Stuff for past milestone1:
---------------------------
-Note that this list is far from complete, but lists some bugs that we don't want
-to touch before milestone1 at the moment.
-- You shouldn't be able to stand on invisible blocks, before you bumped them
-- bombs should explode directly when hit by another bomb or a mr.iceblock
-- we only have a global counter for multiple coin blocks. This should be handled
- per block.
-- We should reduced the width of tux collision rectangle so that he falls easier
- between 1 tile wide holes.
-- The enabled/disabled icon in the options shouldn't be a cross. Some people
- think the options are disabled because they're crossed. Better use a green
- check mark.
+[L] we only have a global counter for multiple coin blocks. This should be handled
+ per block. - Why is this a bad thing? It avoids unnecessary cpu and memory use.
+Beyond Milestone2
+-----------------
+- More things than just levels on the worldmap (similar to SMB3)