-- 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
----
M: medium priority
L: low priority
?: bug or feature?
+ - needs discussion
+
+[?] 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.
-[L] AX_CHECK_GL produces an error during configure, when something in
- configure.ac changed and it was automatically regenerated by make (instead
- of the user doing ./autogen.sh)
+[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] Adding objects should be done by adding them into a queue and then
+ physically added at the end of Sector::action()
+ - may cause crashes otherwise (due to iterators)
+ - see world1/level7.stl, killing the bombs
+[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
- - Might still be some other bugs to iron out
+ (half of the levels have been already updated)
[H] Buttjump related things
- - Right now only breaks bricks beneath tux - what else should it break
- - Breaks 1 box too much at the left when tux is facing left.
+ ? Right now only breaks bricks beneath tux - what else should it break
- Should kill enemies with a certain range
- - Should disable Tux Temporarily - matze: what does this mean?
+ - Done--now needs to be tweaked
- Animation (need images)
-
-[H] Camera movement shouldn't be so fast at the beggining, it takes the focus from
- the game (backscrolling)
+ ? 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
+[H] stdint.h isn't a part of FreeBSD. We should probably use SDL integer
+ types instead.
+[H] Dead Tux/badguys should be drawn on top of the foreground layer
+[H] Graphics
+ - New forest tileset
+ - Badguy sprites
+ - Tux's buttjump animation
[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?
+ 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...
-[H] Enemies should turn upside down after being hit by an kicked
- iceblock, fireball or bomb
-[?] 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?
-
-[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
-
[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
+[L] we only have a global counter for multiple coin blocks. This should be handled
+ per block.
-
-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.
-
+Beyond Milestone2
+-----------------
+- More things than just levels on the worldmap (similar to SMB3)