X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=docs%2Fmilestone2.html;h=3ce2c0446178e8e9db49f13c0a22da44db9180bc;hb=0ca46e18808e20795cd0e8eb7c82cc38cc927ebf;hp=69f25fe0aabdf19383a8ae3a9518f43a8281dfbc;hpb=341723025531fd2c81131702f51ebd72dcdd0c5f;p=supertux.git
diff --git a/docs/milestone2.html b/docs/milestone2.html
index 69f25fe0a..3ce2c0446 100644
--- a/docs/milestone2.html
+++ b/docs/milestone2.html
@@ -85,6 +85,7 @@ repository.
Level events can be automated using scripts in order to create in-game
cutscenes.
+
Scripting:
Milestone 2 will feature a scripting system that can be used to
customize events and objects inside a level. Any level
@@ -100,14 +101,31 @@ definition inside the level file, macros can be defined in external
badguys
-Finish a level
+
Powerups:
- -Super Buttjump
-We are in desperate need of ideas and, most importantly, final
-decisions on that topic.
+In Milestone 2 in general, the favourite way of enhancing Tux'
+abilities will be through level objects that temporarily grant Tux
+special abilities (see Level Objects section for more details), rather
+than permanent powerups like fire and ice shots. Those will still be
+there, but they'll remain relatively weak, so they don't get in the way
+of level design. An ice shot will be implemented, the fire shot's
+behaviour will be improved [need more detail here]. The fire shot gets
+a new ability to burn through specific tiles to reveal paths. These
+paths, however, should contain only bonus items like coins; it must be
+possible to finish a level without needing the fire powerup.
+ -Ice shot
+ -Fire melts ice, ice freezes water
+ -Super Buttjump (timed)
+General idea: More level objects than powerups, they can be placed
+where they are needed.
+Powers like fire must not get in the way of level design
+
Permanent Abilities:
-Flapping
- -Butt Jump
+ -Butt Jump (permanent for big tux)
+Always big Tux in forest world?
+
Level Objects:
-Coin - collect 100 coins to get an extra life.
@@ -134,11 +152,17 @@ as egg, flower, star, extra life, or potion.
-Message Trigger - display a message as soon as Tux
enters their range. Used to mark secret areas.
-Sequence Trigger - executes a script on contact.
- -Moving Platform -
+ -Moving Platform - [still needs to be defined.]
-Camera Blocker - prevents the camera from scrolling
into a specific direction. Instantly kill Tux on contact.
-Carryable Block - Blocks that can be carried around
and stacked.
+ -Bubble Dispenser - Releases bubbles that Tux can
+use to travel upwards.
+ -Ice Cube/Straw Block - a block that can be
+destroyed by the fire shot. Appearance depends on the world it's used
+in.
+
Badguys:
Poison Ivy - Forest equivalent to Mr. Snowball.
@@ -152,10 +176,12 @@ badguys.
straight towards Tux when he gets close.
other badguy ideas: bird creatures, moles, ghosts
+
Bosses:
Yeti
Forest Boss needed!
+
Engine:
Apart from the code needed to create the game elements mentioned above,
one goal is to make it easier to add custom content. Though it will not
@@ -167,6 +193,8 @@ browse the data folders for custom levels, worldmaps and scripts. All
game data, except music files, will be stored in a .zip archive located
in the data directory. Additional data paths can be specified using
command line options.
+OpenGL only.
+
Graphics:
Tilesets:
@@ -176,11 +204,14 @@ dark grey, Fog, Ghosts
Castle: add dead flowers and plants on the walls
Tilable level backgrounds
Portals
+ no more pipes
+
Sound:
Ambient sounds
Sounds with added environment effects (echoes, etc.)
+
Music:
Musical themes will be added for the following events and environments:
a) Two themes for the light forest world
@@ -193,10 +224,13 @@ e) Game-Over music
every world.
An enhanced version of the main theme will be used.
+
Story:
+More focus on the story
Cutscenes at beginning and end of every world, maybe one interlude per
world.
+
Level Editor:
The in-game editor will be replaced by the external editor Flexlay.
With the release of milestone 2, Flexlay should support all newly added