From 06cfaca833bf5214f58fa5abe4897afb5118861f Mon Sep 17 00:00:00 2001 From: Marek Moeckel Date: Sun, 19 Jun 2005 21:02:06 +0000 Subject: [PATCH] updated specs (i added some stuff to the level objects that hasn't been discussed a lot yet... sorry about that, but avoiding this is harder than i thought) :-) SVN-Revision: 2624 --- docs/milestone2.html | 44 +++++++++++++++++++++++++++++++++++++++----- 1 file changed, 39 insertions(+), 5 deletions(-) diff --git a/docs/milestone2.html b/docs/milestone2.html index 69f25fe0a..3ce2c0446 100644 --- a/docs/milestone2.html +++ b/docs/milestone2.html @@ -85,6 +85,7 @@ repository.
Level events can be automated using scripts in order to create in-game cutscenes.

+
Scripting:
Milestone 2 will feature a scripting system that can be used to customize events and objects inside a level. Any level @@ -100,14 +101,31 @@ definition inside the level file, macros can be defined in external badguys
    -Finish a level

+
Powerups:
-    -Super Buttjump
-We are in desperate need of ideas and, most importantly, final -decisions on that topic.
+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.
+    -Ice shot
+    -Fire melts ice, ice freezes water
+    -Super Buttjump (timed)
+General idea: More level objects than powerups, they can be placed +where they are needed.
+Powers like fire must not get in the way of level design

+
Permanent Abilities:
    -Flapping
-    -Butt Jump
+    -Butt Jump (permanent for big tux)
+Always big Tux in forest world?
+

Level Objects:
    -Coin - collect 100 coins to get an extra life.
@@ -134,11 +152,17 @@ as egg, flower, star, extra life, or potion.
    -Message Trigger - display a message as soon as Tux enters their range. Used to mark secret areas.
    -Sequence Trigger - executes a script on contact.
-    -Moving Platform -
+    -Moving Platform - [still needs to be defined.]
    -Camera Blocker - prevents the camera from scrolling into a specific direction. Instantly kill Tux on contact.
    -Carryable Block - Blocks that can be carried around and stacked.
+    -Bubble Dispenser - Releases bubbles that Tux can +use to travel upwards.
+    -Ice Cube/Straw Block - a block that can be +destroyed by the fire shot. Appearance depends on the world it's used +in.
+

Badguys:
    Poison Ivy - Forest equivalent to Mr. Snowball.
@@ -152,10 +176,12 @@ badguys.
straight towards Tux when he gets close.
    other badguy ideas: bird creatures, moles, ghosts

+
Bosses:
    Yeti
    Forest Boss needed!


+
Engine:
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 @@ -167,6 +193,8 @@ browse the data folders for custom levels, worldmaps and scripts. All 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.
+OpenGL only.
+

Graphics:
    Tilesets:
@@ -176,11 +204,14 @@ dark grey, Fog, Ghosts
    Castle: add dead flowers and plants on the walls
    Tilable level backgrounds
    Portals
+    no more pipes
+

Sound:
    Ambient sounds
    Sounds with added environment effects (echoes, etc.)

+
Music:
Musical themes will be added for the following events and environments:
a) Two themes for the light forest world
@@ -193,10 +224,13 @@ e) Game-Over music
every world.
An enhanced version of the main theme will be used.

+
Story:
+More focus on the story
Cutscenes at beginning and end of every world, maybe one interlude per world.

+
Level Editor:
The in-game editor will be replaced by the external editor Flexlay. With the release of milestone 2, Flexlay should support all newly added -- 2.11.0