X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=a2dcadc1839c2979574ad0211e6f8d78a2dc4cb4;hb=3cbd4c8afdc5fdb3abae5a7a5d0c7219e8773659;hp=2523f250f63b90d008a20fb6d14e9bfa88e4434a;hpb=804c9b834adc2c3dd1b871406ea1b4f6eebeea09;p=supertux.git diff --git a/TODO b/TODO index 2523f250f..a2dcadc18 100644 --- a/TODO +++ b/TODO @@ -1,41 +1,96 @@ + 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 - -[?] Default keyboard setup should change. Up will be needed for other features - like going through doors and looking up, etc. - Ricardo: IMO, there should be the following keys for the following actions: - Up arrow - Look up - Down arrow - Look down / duck - Left arrow - Left move - Right arrow - Right move - Ctrl - Run / Power - Alt - Jump - Not sure if Open doors action would be attributed to Up or Ctrl... - -[H] Worldmap should have a flag to allow to go to another map after finishing - a level from that one. -[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 + +Programming +~~~~~~~~~~~ +--Collision Detection Rewrite (all [H])-- + ** 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 + +--BadGuys-- +[H] Bring back stay on platform flag +[H] Reimplement fish +[H] Reimplement stalactite +[H] Do something with the wingling +[?] Do something with the tree? + +--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 + +--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 + - enable buttjump again - Should kill enemies with a certain range - Done--now needs to be tweaked - Animation (need images) @@ -45,44 +100,60 @@ L: low priority - 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] 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] Background code have the following bugs: - - Gradient in software rendering doesn't currently work (at least here). - - Images tiling code sucks resulting in glitches and unecessary drawings. - -[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 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] Implement Unisolid type for tiles (where collisions from below are ignored). - +[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] 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] we only have a global counter for multiple coin blocks. This should be handled - per block. - Why is this a bad thing? It avoids unnecessary cpu and memory use. +[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 +[H] Animation for the buttjump +[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