From: Matthias Braun Date: Sat, 2 Apr 2005 19:42:05 +0000 (+0000) Subject: TODO is now in the wiki X-Git-Url: https://git.verplant.org/?a=commitdiff_plain;h=27f49a0b4a7d4ad50740128ec876624fd31c1e4f;p=supertux.git TODO is now in the wiki SVN-Revision: 2315 --- diff --git a/TODO b/TODO index a2dcadc18..6af62aca5 100644 --- a/TODO +++ b/TODO @@ -1,159 +1,3 @@ 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