-- To do for Milestone1 -
+- To do for Milestone2 -
http://super-tux.sf.net/
-Last update: April 26, 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] 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).
-- tux sometimes makes short jumps in the endsequence, mostly when
- going through the goal with a small jump, might be old_up related
-- fadein/out for intro/extro would be nice
-- when you interrupted the intro (by going to credits for example) and go back
- to it, tux doesn't jump anymore
-- when jupming against the 2nd multiple coin block in a level only 1 coin will
- come out.
-- when jumping into the exit with a star, the endgame music will change back to
- levelmusic after a short time
-- the can_jump flag should be based on a time instead of the 2 tiles check.
- Since the 2 tiles flag won't help when you're jumping over a hole. Better use
- a timer that is started when up is pressed, when you then land and the timer
- is below a certain time, you can do the jump.
-- when bumping a special with 2 blocks at once, it won't change direction
-- points aren't reset when gameover
-
-- leveleditor lacks enemies support (will be fixed soon by Tobias)
-- sometimes you die after being in pause modus and unpausing - still true?
-
-
-Fixed
------
-
-- supertux crashs from time to time - fixed
-- mriceblock doesn't fall down when being squished in the air - fixed
-- It's not possible to duck while jumping - fixed
-- Intro/Extro textspeed is CPU dependent - fixed
-- sometimes the level restarts/you die after collecing a growup - fixed
-- mriceblock doesn't disapear after being kicked my another iceblock,
- not sure when exactly it happens, might depend on direction or so - fixed
+[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)
+[L] catch exceptions thrown by lispreader
+[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)