-- To do for Milestone1 -
+- To do for Milestone2 -
http://super-tux.sf.net/
-Last update: April 26, 2004
+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
-These are mostly bugs:
+Todo
+----
+H: high priority
+M: medium priority
+L: low priority
+?: bug or feature?
+ - needs discussion
-- supertux crashs from time to time
-- leveleditor lacks enemies support (will be fixed soon by Tobias)
-- sometimes you die after being in pause modus and unpausing
-- supertux lifting its feet for kicking is not drawn
+[?] When jumping into a brick and there is a powerup, it should change
+ direction or not, depending where the collision was. It currently sucks.
+ - Discuss this, is that really what we want?
+[?] Default keyboard setup should change. Up will be needed for other features
+ like going through doors and looking up, etc.
+[H] Make sure there are no invalid tile numbers in the level files
+ - Tile 6 occurs in world1/level5.stl as well as other levels
+[H] Worldmap needs to allow multiple maps
+[H] Change resolution to 800x600
+ - Levels need to be updated to resolution
+ (half of the levels have been already updated)
+[H] Buttjump related things
+ ? Right now only breaks bricks beneath tux - what else should it break
+ - Should kill enemies with a certain range
+ - Done--now needs to be tweaked
+ - Animation (need images)
+ ? Should disable Tux's movement temporarily (1 second?)
+[H] Tux should fall while walking in tiles that have a space between.
+ - Possible solution: reduce Tux's width when checking collision with tiles
+[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?
+[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] bombs should explode directly when hit by another bomb or a mr.iceblock
+ - right now they transform into a "squished mrbomb"
+
+[L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
+[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] fadein/out for intro/extro would be nice
+[L] we only have a global counter for multiple coin blocks. This should be handled
+ per block.
+
+Beyond Milestone2
+-----------------
+- More things than just levels on the worldmap (similar to SMB3)