X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=TODO;h=fc32ee791c091d676ddbea73e0bb94a2b936f098;hb=73d5274e1154a1729252a90c4ba4fef6a768eb32;hp=1f54d7e572722bbfffe9be2d241fdf1da7e7b9a4;hpb=eab7c353d3ce960df263e1acadcfa79eb9070ff1;p=supertux.git diff --git a/TODO b/TODO index 1f54d7e57..fc32ee791 100644 --- a/TODO +++ b/TODO @@ -1,81 +1,67 @@ -- 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 + +[?] 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? + +[H] Change resolution to 800x600 + - Levels need to be updated to resolution + - Might still be some other bugs to iron out +[H] Buttjump related things + ? Right now only breaks bricks beneath tux - what else should it break + - Breaks 1 box too much at the left when tux is facing left. + - Should kill enemies with a certain range + - Animation (need images) + ? Should disable Tux's movement temporarily (1 second?) +[H] Camera movement shouldn't be so fast at the beggining, it takes the focus + from the game (backscrolling) +[H] Tux should fall while walking in tiles that have a space between. + - Possible solution: reduce Tux's width +[H] Enemies should turn upside down after being hit by an kicked iceblock, + fireball or bomb -[H] Frame ratio code has been changed and so the animation may need tuning. - Somebody do some testing and change the definitions regarding this. +[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] 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] Backscroll is really messed up right now :) -[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 + 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] 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] Enemies should turn upside down after being hit by an kicked - iceblock - - -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 ------ +[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] AX_CHECK_GL produces an error during configure, when something in + configure.ac changed and it was automatically regenerated by make (instead + of the user doing ./autogen.sh) -- leveleditor lacks enemies support - fixed -- 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 -- Life counter should be decreased once the die-animation starts, - not when it ends - fixed -- background in underground levels scrolls far too slow, makes them - hardly playable, since once too easily get focused on the - background instead of the playfield - fixed -- 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) - fixed -- leveleditor crashs when pressing the button with the levelsettings - fixed -- titlescreen level doesn't seamlessly wrap around, might be due to the new - scrolling code or due to the worldmap doing the drawing - fixed \ No newline at end of file