X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=37ab3ba6171e966023cffec1bfb67f490f8229c2;hb=4ada19ad88b175b612e8f09d6426eb940a7d947f;hp=d8bcef6f0f405891220647ce29d74fde27d2ea7a;hpb=a20422ead26eb777bfc5a8a0978cf330e9044746;p=supertux.git diff --git a/TODO b/TODO index d8bcef6f0..37ab3ba61 100644 --- a/TODO +++ b/TODO @@ -1,70 +1,171 @@ -- 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 + +--Scons-- + * [H] Add an install target - done (however scons is creating stupid .sconsign + files at the install location :-/) + * [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) - hopefully ok + * 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 - 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. + - done for rectangles, fixes the issues with blocks and enemies hitting + when they should get squished, still it's not optimal as when hitting 2 + blocks now only 1 gets cleared... + * 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 - ok + * buttjump is deactivated + +--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 -[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] 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 +--Miscellaneous-- +[?] 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) +[?] 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 -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. +[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] Tiles constructed with image-region are not drawn coordinates < 0 -Fixed ------ +[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 -- 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 +[L] Allow any object to be inside of a [?] box, ie. trampoline or badguy + - Not sure if this would be gameplay wise. +Beyond Milestone2 +----------------- +- More things than just levels on the worldmap (similar to SMB3)