- To do for Milestone2 - http://super-tux.sf.net/ High priority: milestone goals that should be implemented for next milestone Medium priority: would be nice to have for next milestone, but should be secondary to high priority goals Low priority: things that should be fixed sometime ?: Things that need to be discussed to determine whether or not they should be implemented Todo ---- H: high priority M: medium priority L: low priority ?: bug or feature? - needs discussion [?] Default keyboard setup should change. Up will be needed for other features like going through doors and looking up, etc. [H] Worldmap needs to allow multiple maps - or just one big map with multiple worlds? [H] Change resolution to 800x600 - Levels need to be updated to resolution - half of the levels have been already updated - some fixed levels still have "glitches". See the menu level where some of the tiles are "wrong" and don't fit [H] Buttjump related things - Should kill enemies with a certain range - Done--now needs to be tweaked - Animation (need images) - Should be a powerup item - 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 [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 - Tux's buttjump animation [H] Backgrounds should be square tiles instead of just tiling one image - 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 [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 [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy [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... [L] time runs while being in in-game menu, at least a bit (jump, go to menu, wait a bit, leave menu, Tux will 'flip' to the ground, 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 Beyond Milestone2 ----------------- - More things than just levels on the worldmap (similar to SMB3)