X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=b01f9ec3bfc10eb8a700232164247a8aa74d3d07;hb=6a03a65019a3f5218f5775dfc08fa81f42573fcb;hp=c5a83107165ba9206ada8591af03911e1afc7ff3;hpb=33859cef956033fc8536172e11f832f8c8ecc46d;p=supertux.git diff --git a/TODO b/TODO index c5a831071..b01f9ec3b 100644 --- a/TODO +++ b/TODO @@ -1,15 +1,93 @@ -- To do for Milestone1 - +- To do for Milestone2 - http://super-tux.sf.net/ -Last update: April 26, 2004 +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 -These are mostly bugs: +Todo +---- +H: high priority +M: medium priority +L: low priority +?: bug or feature? + - needs discussion -- supertux crashs from time to time -- leveleditor lacks enemies support (will be fixed soon by Tobias) -- sometimes you die after being in pause modus and unpausing -- supertux lifting its feet for kicking is not drawn -- it looks like that Tux doesn't jump and duck at the same time -as it used to -- worldmap movement isn't CPU independet \ No newline at end of file +[?] 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. + 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 + - 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 (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 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). +[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... +[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. + +Beyond Milestone2 +----------------- +- More things than just levels on the worldmap (similar to SMB3)