[?] Default keyboard setup should change. Up will be needed for other features
like going through doors and looking up, etc.
+ Ricardo: IMO, there should be the following keys for the following actions:
+ Up arrow - Look up
+ Down arrow - Look down / duck
+ Left arrow - Left move
+ Right arrow - Right move
+ Ctrl - Run / Power
+ Alt - Jump
+ Not sure if Open doors action would be attributed to Up or Ctrl...
-[H] Worldmap needs to allow multiple maps
- - or just one big map with multiple worlds?
+[H] Worldmap should have a flag to allow to go to another map after finishing
+ a level from that one.
[H] Change resolution to 800x600
- Levels need to be updated to resolution
- half of the levels have been already updated
- Should kill enemies with a certain range
- Done--now needs to be tweaked
- Animation (need images)
- - Should be a powerup item
+ - 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
- 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] stdint.h isn't a part of FreeBSD. We should probably use SDL integer
- types instead.
[H] Graphics
- New forest tileset
- Badguy sprites
- Useful for vertical scrolling when we only want a sky background on the
top of the level
- Support for this is already available using a paralax tilemap layer
+[H] Background code have the following bugs:
+ - Gradient in software rendering doesn't currently work (at least here).
+ - Images tiling code sucks resulting in glitches and unecessary drawings.
[M] There are some weird graphical glitches when Tux bumps more than one block
at the same time
[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. - 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] Implement Unisolid type for tiles (where collisions from below are ignored).
[L] Allow any object to be inside of a [?] box, ie. trampoline or badguy
+ - Not sure if this would be gameplay wise.
[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...
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] Show level number on top of the screen when playing the level
-[L] Fix the door animation
-[L] Prevent Tux from being able to jump over ending sequence triggers
+ per block. - Why is this a bad thing? It avoids unnecessary cpu and memory use.
Beyond Milestone2
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