Level events can be automated using scripts in order to create in-game
cutscenes.<br>
<br>
+<br>
Scripting:<br>
Milestone 2 will feature a scripting system that can be used to
customize events and objects inside a level. </small><small>Any level
badguys<br>
-Finish a level<br>
</small><small><br>
+<br>
</small><small>Powerups:<br>
- -Super Buttjump<br>
-We are in desperate need of ideas and, most importantly, final
-decisions on that topic.<br>
+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.<br>
+ -Ice shot<br>
+ -Fire melts ice, ice freezes water<br>
+ -Super Buttjump (timed)<br>
+General idea: More level objects than powerups, they can be placed
+where they are needed.<br>
+Powers like fire must not get in the way of level design<br>
</small><small><br>
+<br>
</small><small>Permanent Abilities:<br>
-Flapping<br>
- -Butt Jump<br>
+ -Butt Jump (permanent for big tux)<br>
+Always big Tux in forest world?<br>
+<br>
<br>
</small><small>Level Objects:<br>
-Coin - collect 100 coins to get an extra life.<br>
-Message Trigger - display a message as soon as Tux
enters their range. Used to mark secret areas.<br>
-Sequence Trigger - executes a script on contact.<br>
- -Moving Platform - <br>
+ -Moving Platform - [still needs to be defined.]<br>
-Camera Blocker - prevents the camera from scrolling
into a specific direction. Instantly kill Tux on contact.<br>
-Carryable Block - Blocks that can be carried around
and stacked.<br>
+ -Bubble Dispenser - Releases bubbles that Tux can
+use to travel upwards.<br>
+ -Ice Cube/Straw Block - a block that can be
+destroyed by the fire shot. Appearance depends on the world it's used
+in.<br>
+<br>
<br>
Badguys:<br>
Poison Ivy - Forest equivalent to Mr. Snowball.<br>
straight towards Tux when he gets close.<br>
other badguy ideas: bird creatures, moles, ghosts<br>
<br>
+<br>
Bosses:<br>
Yeti<br>
Forest Boss needed!</small><small><br>
</small><br>
+<br>
<small>Engine:<br>
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
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.<br>
+OpenGL only.<br>
+<br>
<br>
Graphics:<br>
Tilesets:<br>
Castle: add dead flowers and plants on the walls<br>
Tilable level backgrounds<br>
Portals<br>
+ no more pipes<br>
+<br>
<br>
Sound:<br>
Ambient sounds<br>
Sounds with added environment effects (echoes, etc.)<br>
<br>
+<br>
Music:<br>
Musical themes will be added for the following events and environments:<br>
a) Two themes for the light forest world<br>
every world.<br>
An enhanced version of the main theme will be used.<br>
<br>
+<br>
Story:<br>
+More focus on the story<br>
Cutscenes at beginning and end of every world, maybe one interlude per
world.<br>
<br>
+<br>
Level Editor:<br>
The in-game editor will be replaced by the external editor Flexlay.
With the release of milestone 2, Flexlay should support all newly added