From 804c9b834adc2c3dd1b871406ea1b4f6eebeea09 Mon Sep 17 00:00:00 2001 From: Ricardo Cruz Date: Fri, 9 Jul 2004 23:26:48 +0000 Subject: [PATCH] Updated and commented the TODO. SVN-Revision: 1560 --- TODO | 30 +++++++++++++++++------------- 1 file changed, 17 insertions(+), 13 deletions(-) diff --git a/TODO b/TODO index 5858e197e..2523f250f 100644 --- a/TODO +++ b/TODO @@ -19,9 +19,17 @@ L: low priority [?] 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 @@ -31,7 +39,7 @@ L: low priority - 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 @@ -39,8 +47,6 @@ L: low priority - 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 @@ -49,21 +55,23 @@ L: low priority - 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... @@ -72,12 +80,8 @@ L: low priority 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 ----------------- -- 2.11.0