X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=325effd373e86534bb189a4420909a00f27c8fd1;hb=7bbb0ef907ebec48718560425a0147b31307f7fd;hp=0c1ba3745b9193731221a0a9d9ecb4c00ad00f7c;hpb=00fb759c2385ff08caf38e916c2d0ba8cafc8a41;p=supertux.git diff --git a/TODO b/TODO index 0c1ba3745..325effd37 100644 --- a/TODO +++ b/TODO @@ -1,22 +1,25 @@ + TODO -- To do for Milestone2 - -http://super-tux.sf.net/ +Milestone 2 +~~~~~~~~~~~ +Documents and ideas: http://super-tux.sourceforge.net/milestone2 +Wiki: http://netpanzer.berlios.de/supertux + esp. http://netpanzer.berlios.de/supertux/index.php/Forest -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 + +Notes +~~~~~ +High priority [H]: milestone goals that should be implemented for next + milestone +Medium priority [M]: would be nice to have for next milestone, but should + be secondary to high priority goals +Low priority [L]: 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 +Programming +~~~~~~~~~~~ --Scons-- * [H] Add an install target - done (however scons is creating stupid .sconsign files at the install location :-/) @@ -39,73 +42,40 @@ L: low priority 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 + * enemies: - 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 - ok - -* 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 - * tux always jumps to full height at the moment - ok - * invisble blocks are visible and make the game crash when bumped - ok - * reimplement spikes as objects * what to do when stuck under tiles (after using duck-sliding) * do we want multi hit scores again? * tux doesn't stop at igloo anymore - * background particle systems are too slow + * buttjump is deactivated + * implement quadtree or grid to speedup collision detection --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 +[M] Make the gamelogic run in a fixed logical framerate --Miscellaneous-- [?] think about how to implement scripting, and how to make a simple and easy to @@ -114,26 +84,19 @@ L: low priority 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) - -[?] 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 - -[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] Create a "sound object" that is an object or area, that can be placed on the + map and constantly plays a .wav file to improve game athmosphere. + Good examples would be a water sound which can be placed at waterfalls, + a kuckoo sound that can be placed into the wood, bubling sound for lava, + ... +[?] Create a falling leaves particle system. (I.e. slowly falling leaves in the + background) along with nice leaves graphics. + - the problem here is that leaves don't fall of the sky and fir trees + don't have leaves :-/ +[H] Add a simple rock object that can be carried around +[H] Add a rope object on which tux is able to climb, also add a ? block that + emits a rope when hit +[H] redo trampolines [H] Buttjump related things - Should kill enemies with a certain range - Done--now needs to be tweaked @@ -150,16 +113,31 @@ L: low priority - 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 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 - [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy - Not sure if this would be gameplay wise. +Graphics +~~~~~~~~ + +[H] Graphics+Animations for the Yeti + (see also http://netpanzer.berlios.de/supertux/index.php/Yeti) +[H] Graphics for the 5 keys in the forest world, graphics for the castle door + with 5 key holes +[H] New tiles for the forest worldmap +[H] Create a graphics to visually present reset points. (Maybe a bell that + starts swinging once tux touched it?) +[M] Add graphics for ropes +[L] Create graphics for bubbles and soap (not necessary for milestone2) + +-new enemies need to be designed and added + Beyond Milestone2 ------------------ +~~~~~~~~~~~~~~~~~ - More things than just levels on the worldmap (similar to SMB3) +- if we have a logical framerate we could record/play demos by simply storing + the pressed keys in each frame...