X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=83d49181d8bffe427254a6864a5cde77c257d0b6;hb=20a97191a5899f31c3c10012fd1f8c67bb23021f;hp=429c4ca1b0fd91c15b15847264220b1cb8307696;hpb=6c259503c8ac6c6a8f8a7a06243942529ccad6cc;p=supertux.git diff --git a/TODO b/TODO index 429c4ca1b..83d49181d 100644 --- a/TODO +++ b/TODO @@ -1,69 +1,161 @@ + 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 -[?] 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. +Programming +~~~~~~~~~~~ +--Collision Detection Rewrite (all [H])-- + * enemies: + - implement fish + - implement wingling + - implement stalactite + - implement tree (really?) + - bring back stay on platform flag + ** implement ability to cary mriceblock (and other objects) around + * 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) + - just slide through? + * do we want multi hit scores again? - not in the form of scores + * 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) +[L] rename files like tile_manage.* to TileManager.* because they contain a + class named TileManager not tile_manager. Eventually use .hpp instead of .h + to indicate the usage of c++ +[M] harmonize to 1 single gameloop that switches between title, worldmap, + ingame mode and eventually leveleditor mode +[L] 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 + +--Objects-- +[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, + ... + The sound object should be configurable: + To be position independent (always play), to have a spot position so + that it gets louder when tux gets nearer to the spot (or a rectangular + area instead of the spot?). You should be able to configure the sound + to be constantly looped or to be played in some random fashion + (ie. play and then 5-10 seconds pause). +[H] Create a "sign" object, ie an object that can be placed on the level and + contains messages (like the run sign we have at the moment but + programmatically created so that we can translate it) +[H] Create an "info block" ie. a block with a lightbulb on it or so that + displays some info text when jumped against. The textbox should be done + indepently of the info block and could be reused in cutscenes later... +[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] 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] Worldmap needs to allow multiple maps -[H] Change resolution to 800x600 - - Levels need to be updated to resolution - (half of the levels have been already updated) +--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] Buttjump related things - ? Right now only breaks bricks beneath tux - what else should it break + - enable buttjump again - Should kill enemies with a certain range - Done--now needs to be tweaked - Animation (need images) - ? 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 - + - 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] 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? [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] 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 -[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] 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] 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. + +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... + +[L] --Scons-- +We can just stay with jam for now. Compared to scons jam is at least faster and +doesn't suffer from the problems below. + + * [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