X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=b01f9ec3bfc10eb8a700232164247a8aa74d3d07;hb=6a03a65019a3f5218f5775dfc08fa81f42573fcb;hp=429c4ca1b0fd91c15b15847264220b1cb8307696;hpb=6c259503c8ac6c6a8f8a7a06243942529ccad6cc;p=supertux.git diff --git a/TODO b/TODO index 429c4ca1b..b01f9ec3b 100644 --- a/TODO +++ b/TODO @@ -17,41 +17,66 @@ 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. + 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] 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] 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) + - 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 - ? Right now only breaks bricks beneath tux - what else should it break - Should kill enemies with a certain range - Done--now needs to be tweaked - Animation (need images) - ? Should disable Tux's movement temporarily (1 second?) + - 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] 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 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" +[M] Implement Unisolid type for tiles (where collisions from below are ignored). +[M] Menu doesn't jump titles, and doesn't seem to like having menu entries created + after initialization. [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... @@ -60,9 +85,8 @@ L: low priority 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. + per block. - Why is this a bad thing? It avoids unnecessary cpu and memory use. Beyond Milestone2 -----------------