-- 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
-[H] background in underground levels scrolls far too slow, makes them
- hardly playable, since once too easily get focused on the
- background instead of the playfield
-[H] The scrollstart position still isn't the same as before the changes.
-[H] Frame ratio code has been changed and so the animation may need tuning.
- Somebody do some testing and change the definitions regarding this.
-[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.
-[L] intro doesn't seamlessly wrap around, might be due to the new
- scrolling code or due to the worldmap doing the drawing
-[L] Backscroll is really messed up right now :)
-[L] change lispreader to throw exceptions instead of simply assert() on
- syntax error
-[L] tux sometimes makes short jumps in the endsequence, mostly when
- going through the goal with a small jump, might be old_up related
-[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
-[L] tux can be killed by back bouncing iceblocks in the exit sequence
- (all enemies should be removed/turned to coins once the exit
- sequence started)
-[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] Life counter should be decreased once the die-animation starts,
- not when it ends
-[L] Enemies should turn upside down after being hit by an kicked
- iceblock
-- leveleditor crashs when pressing the button with the levelsettings
+--Scons--
+ * [H] Add an install target
+ * [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])--
+ * make blocks bounce again - ok
+ * bonusblocks don't always bounce back to their original position (but stay a
+ few pixels higher)
+ * it's impossible to go into passages that have exactly the size of tux,
+ either reduce collision rectangle by DELTA or round collision coordinates to
+ integers...
+ ** implement 1up - ok
+ ** implement star - ok
+ * bring back the enemies
+ - add activation again
+ - make api simpler
+ - implement jumpy - ok
+ -* implement spiky - ok
+ - implement snowball - ok
+ - implement fish
+ - implement bouncingsnowball - ok
+ -* implement mriceblock - ~ok
+ - implement flame - ok
+ -* implement mrbomb - ok
+ - implement flyingsnowball
+ - implement wingling
+ - implement tree (really?)
+ - bring back stay on platform flag
+ - make enemies bounce of upon each other again
+ - make enemies fall again
+ -* activate/deactive enemies when on screen/away again - ok
+ ** implement ability to cary mriceblock (and other objects) around - delayed
+ for after big commit...
+ * smoke clouds are too fast
+ * some shots disappear in the ground with a "max collision depth reached"
+ message
+ * rework collision detection to take movement into account - this should fix
+ the egg suddenly turning directions and the somtimes strange behaviour
+ when hitting a block from the side when falling.
+ * 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
+ ** activate level end sequence again - ok
+ ** make bullets kill enemies - ok
+ * fix bullet speed/behaviour
+ ** fix ducking - ok
+ * check if unducking is actually possible or if something is in the way
+ * fix flapping
+ ** having a star doesn't kill enemies - ok
+--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] eventually move over new lispreader code from tuxkart
+[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.
+[H] implement quadtree to speed up collision detection
+[?] remove badguyspecs and bitmask files
-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.
+--Miscelaneous--
+[?] 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)
-Fixed
------
+[?] 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
-- leveleditor lacks enemies support (will be fixed soon by Tobias)
-- points aren't reset when gameover
-- when jumping into the exit with a star, the endgame music will change back to
- levelmusic after a short time
-- when jupming against the 2nd multiple coin block in a level only 1 coin will
- come out.
-- when you interrupted the intro (by going to credits for example) and go back
- to it, tux doesn't jump anymore
-- 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
+[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] Background code have the following bugs:
+ - Gradient in software rendering doesn't currently work (at least here).
+ Matze: can you give more details? The code looks perfectly fine to me
+
+[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).
+ - done
+
+[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
+Beyond Milestone2
+-----------------
+- More things than just levels on the worldmap (similar to SMB3)