TODO
-Milestone 2
-~~~~~~~~~~~
-Documents and ideas: http://super-tux.sourceforge.net/milestone2
-Wiki: http://netpanzer.berlios.de/supertux
- esp. http://netpanzer.berlios.de/supertux/index.php/Forest
-
-
-Notes
-~~~~~
-High priority [H]: milestone goals that should be implemented for next
- milestone
-Medium priority [M]: would be nice to have for next milestone, but should
- be secondary to high priority goals
-Low priority [L]: things that should be fixed sometime
-?: Things that need to be discussed to determine whether or not they should be
- implemented
-
-
-Programming
-~~~~~~~~~~~
---Collision Detection Rewrite (all [H])--
- ** implement ability to cary mriceblock (and other objects) around
- * smoke clouds are too fast
- * rethink slopes collision feedback... tux becomes too slow when walking up
- and starts jumping when walking down
- * think about an attachement mechanism for moving platforms
- * implement paths for the moving platform, implement simple moving platforms
- * fix bullet speed/behaviour
- * check if unducking is actually possible or if something is in the way
- * fix flapping
- * what to do when stuck under tiles (after using duck-sliding)
- - just slide through?
- * do we want multi hit scores again? - not in the form of scores
- * buttjump is deactivated
- * implement quadtree or grid to speedup collision detection
-
---Code Refactoring/Cleanup/Optimisation--
-[H] make the title using GameSession instead of reimplementing all the stuff
-[L] rename gameloop.* files to gamesession.*
-[L] rename GameObject::action to GameObject::update()
-[L] use physfs for loading files
-[L] change physics class y-velocity-coordinate to be like all other
- y-coordinates again (positive y to go down)
-[L] rename files like tile_manage.* to TileManager.* because they contain a
- class named TileManager not tile_manager. Eventually use .hpp instead of .h
- to indicate the usage of c++
-[M] harmonize to 1 single gameloop that switches between title, worldmap,
- ingame mode and eventually leveleditor mode
-[L] introduce a special mode in DrawingContext for objects that want to draw
- themselfes. This could speed up rendering of tilemaps.
-[M] Make the gamelogic run in a fixed logical framerate
-
---BadGuys--
-[H] Bring back stay on platform flag
-[H] Reimplement fish
-[H] Reimplement stalactite
-[H] Do something with the wingling
-[?] Do something with the tree?
-
---Objects--
-[H] Create a "sound object" that is an object or area, that can be placed on the
- map and constantly plays a .wav file to improve game athmosphere.
- Good examples would be a water sound which can be placed at waterfalls,
- a kuckoo sound that can be placed into the wood, bubling sound for lava,
- ...
- The sound object should be configurable:
- To be position independent (always play), to have a spot position so
- that it gets louder when tux gets nearer to the spot (or a rectangular
- area instead of the spot?). You should be able to configure the sound
- to be constantly looped or to be played in some random fashion
- (ie. play and then 5-10 seconds pause).
-[H] Create a "sign" object, ie an object that can be placed on the level and
- contains messages (like the run sign we have at the moment but
- programmatically created so that we can translate it)
-[H] Create an "info block" ie. a block with a lightbulb on it or so that
- displays some info text when jumped against. The textbox should be done
- indepently of the info block and could be reused in cutscenes later...
-[H] Add a simple rock object that can be carried around
-[H] Add a rope object on which tux is able to climb, also add a ? block that
- emits a rope when hit
-[H] redo trampolines
-
---Miscellaneous--
-[?] think about how to implement scripting, and how to make a simple and easy to
- use api for the scripting interface
- (language will probably be lua - just have to figure out how well we can do
- without OO support in the scripting language.
- Other candidates are python, ruby and less likely java, mono/.net,
- surely no own invention, perl or 1 of these c-like scripting languages)
-[H] Buttjump related things
- - enable buttjump again
- - 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
-[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
-[L] The camera does some nasty little jumps if you jumped up on a higher place
- where the camera didn't completely follow yet and you fall down directly
- again. This will suddenly raise the camera up.
-[L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
-[L] There is a report that the joypad is always used on windows and more severe
- it generates random up/down events, though it is callibrated correctly.
-
-Graphics
-~~~~~~~~
-
-[H] Graphics+Animations for the Yeti
- (see also http://netpanzer.berlios.de/supertux/index.php/Yeti)
-[H] Graphics for the 5 keys in the forest world, graphics for the castle door
- with 5 key holes
-[H] New tiles for the forest worldmap
-[H] Create a graphics to visually present reset points. (Maybe a bell that
- starts swinging once tux touched it?)
-[M] Add graphics for ropes
-[H] Animation for the buttjump
-[L] Create graphics for bubbles and soap (not necessary for milestone2)
-
--new enemies need to be designed and added
-
-Beyond Milestone2
-~~~~~~~~~~~~~~~~~
-- More things than just levels on the worldmap (similar to SMB3)
-- if we have a logical framerate we could record/play demos by simply storing
- the pressed keys in each frame...
-
-[L] --Scons--
-We can just stay with jam for now. Compared to scons jam is at least faster and
-doesn't suffer from the problems below.
-
- * [H] Add an install target - done (however scons is creating stupid .sconsign
- files at the install location :-/)
- * [M] improve opengl check to work on win32 and eventually more strange
- systems again
- * [H] Make sure compilation on win32 and cross-compilation works
- * [M] compile some test executables to test for SDL, SDL_mixer and SDL_image.
- Also test for version of SDL_mixer and SDL_image
- * [M] Create a distclean target
- * [M] Create a dist target
- * [M] Add instructions to the README
- * [L] If all of the [H] and [M] issues are fixed, remove autoconf/automake
- * [L] Take a look if it is possible to make it a bit more quiet. (Similar to
- linux kernel, samba or jam output would be optimum, ie.
- C++ build/linux/src/bla.o
- C++ build/linux/src/blup.o
- C++ build/linux/src/error.o
- Error on line xx in error.o: This source contained an error
-
- g++ -Wall .... -o build/linux/src/error.o src/error.cpp
+The TODO is not located at http://netpanzer.berlios.de/supertux/index.php/ToDo