X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=41213b0ef325bb678a6318e542b82fd3e528d85f;hb=cf585f019ce5aacf92e252a2f2c60c47255bea52;hp=5265333896b3dbdca02bc5ba500b35629ee28352;hpb=48b243b17bc8323c42642e4201312f8631805a5f;p=supertux.git diff --git a/TODO b/TODO index 526533389..41213b0ef 100644 --- a/TODO +++ b/TODO @@ -1,73 +1,148 @@ + TODO -- To do for Milestone1 - -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 -Last update: May 3, 2004 -These are mostly bugs: +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? -[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] Change resolution to 800x600 - - Levels need to be updated to resolution - - Might still be some other bugs to iron out +Programming +~~~~~~~~~~~ +--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])-- + * enemies: + - implement fish + - implement flyingsnowball + - implement wingling + - implement tree (really?) + - bring back stay on platform flag + ** implement ability to cary mriceblock (and other objects) around - delayed + for after big commit... + * smoke clouds are too fast + * 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 + * fix bullet speed/behaviour + * check if unducking is actually possible or if something is in the way + * fix flapping + * 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 + * 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] 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. +[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 + 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) +[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 - - 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. - 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 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 [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? -[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 +[M] tux get killed if he kicks a iceblock while at the same time bouncing on +[L] The camera does some nasty little jumps if you jumped up on a higher place + where the camera didn't completely follow yet and you fall down directly + again. This will suddenly raise the camera up. +[L] Allow any object to be inside of a [?] box, ie. trampoline or badguy + - Not sure if this would be gameplay wise. +[L] There is a report that the joypad is always used on windows and more severe + it generates random up/down events, though it is callibrated correctly. -[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 +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) -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. +-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...