Programming
~~~~~~~~~~~
---Scons--
- * [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
-
--Collision Detection Rewrite (all [H])--
* enemies:
- implement fish
- - implement flyingsnowball
- implement wingling
+ - implement stalactite
- implement tree (really?)
- bring back stay on platform flag
- ** implement ability to cary mriceblock (and other objects) around - delayed
- for after big commit...
+ ** 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
* 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)
- * do we want multi hit scores again?
- * tux doesn't stop at igloo anymore
+ - 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
[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
-[H] introduce a special mode in DrawingContext for objects that want to draw
+[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
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,
...
-[?] Create a falling leaves particle system. (I.e. slowly falling leaves in the
- background) along with nice leaves graphics.
- - the problem here is that leaves don't fall of the sky and fir trees
- don't have leaves :-/
+ 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
[H] Buttjump related things
+ - enable buttjump again
- Should kill enemies with a certain range
- Done--now needs to be tweaked
- Animation (need images)
- 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
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
- - Not sure if this would be gameplay wise.
[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.
- 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