X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=5858e197e7ee2eddc38f1be0f3f0071b2b2badae;hb=0d50f0458107fd7cf5e5a25c6ef13491fe886bf1;hp=5891b796ba7a4d85fd20dba8421a080b797d2a43;hpb=116672a827657c9c7b3593d8b0ed5ab9df0854ce;p=supertux.git diff --git a/TODO b/TODO index 5891b796b..5858e197e 100644 --- a/TODO +++ b/TODO @@ -1,74 +1,84 @@ -- 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 + +[?] 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 -[H] Scrolling still broken, changing directions while jumping causes - the camera to 'jump', level13 even more broken and full of debug prints -[M] Tux releases bonus in the intro without collecting them, looks - stupid, background is most likly drawn twice, intro shouldn't have snow +[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. -[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) + 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] 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 - - -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. - -Fixed ------ - -- 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] 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 +[L] Prevent Tux from being able to jump over ending sequence triggers +Beyond Milestone2 +----------------- +- More things than just levels on the worldmap (similar to SMB3)