+ TODO
-- 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
-
-[?] Default keyboard setup should change. Up will be needed for other features
- like going through doors and looking up, etc.
-
-[H] Worldmap needs to allow multiple maps
- - or just one big map with multiple worlds?
-[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
- - 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] stdint.h isn't a part of FreeBSD. We should probably use SDL integer
- types instead.
-[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
-
-[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?
-[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
-
-[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.
-[L] Show level number on top of the screen when playing the level
-[L] fix the door animation
-
-Beyond Milestone2
------------------
-- More things than just levels on the worldmap (similar to SMB3)
+The TODO is now located at http://supertux.lethargik.org/wiki/TODO