- 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 --Scons-- * [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 --Collision Detection Rewrite (all [H])-- * make blocks bounce again - ok * bonusblocks don't always bounce back to their original position (but stay a few pixels higher) - hopefully ok * it's impossible to go into passages that have exactly the size of tux, either reduce collision rectangle by DELTA or round collision coordinates to integers... ** implement 1up - ok ** implement star - ok * bring back the enemies - add activation again - make api simpler - implement jumpy - ok -* implement spiky - ok - implement snowball - ok - implement fish - implement bouncingsnowball - ok -* implement mriceblock - ~ok - implement flame - ok -* implement mrbomb - ok - implement flyingsnowball - implement wingling - implement tree (really?) - bring back stay on platform flag - make enemies bounce of upon each other again - make enemies fall again - ok -* activate/deactive enemies when on screen/away again - ok ** implement ability to cary mriceblock (and other objects) around - delayed for after big commit... * smoke clouds are too fast * some shots disappear in the ground with a "max collision depth reached" message * rework collision detection to take movement into account - this should fix the egg suddenly turning directions and the somtimes strange behaviour when hitting a block from the side when falling. - done for rectangles, fixes the issues with blocks and enemies hitting when they should get squished, still it's not optimal as when hitting 2 blocks now only 1 gets cleared... * 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 ** activate level end sequence again - ok ** make bullets kill enemies - ok * fix bullet speed/behaviour ** fix ducking - ok * check if unducking is actually possible or if something is in the way * fix flapping ** having a star doesn't kill enemies - ok * tux always jumps to full height at the moment - ok * invisble blocks are visible and make the game crash when bumped - ok * reimplement spikes as objects * what to do when stuck under tiles (after using duck-sliding) * do we want multi hit scores again? * tux doesn't stop at igloo anymore * background particle systems are too slow - ok * buttjump is deactivated --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] eventually move over new lispreader code from tuxkart [L] change physics class y-velocity-coordinate to be like all other y-coordinates again (positive y to go down) [M] harmonize to 1 single gameloop that switches between title, worldmap, ingame mode and eventually leveleditor mode [H] introduce a special mode in DrawingContext for objects that want to draw themselfes. This could speed up rendering of tilemaps. [H] implement quadtree to speed up collision detection [?] remove badguyspecs and bitmask files --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) [?] Default keyboard setup should change. Up will be needed for other features like going through doors and looking up, etc. Up arrow - Look up / activate Down arrow - Look down / duck Left arrow - Left move Right arrow - Right move Ctrl - Run / Power Space - Jump [H] Worldmap should have a flag to allow to go to another map after finishing a level from that one. It might be cool to have a (place group in the worldmap file that would allow such stuff as: levels, messages, wrapping and worldmap changing (or even combinations). [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 (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 [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] Graphics - New forest tileset - Badguy sprites - Tux's buttjump animation [H] Tiles constructed with image-region are not drawn coordinates < 0 [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] Allow any object to be inside of a [?] box, ie. trampoline or badguy - Not sure if this would be gameplay wise. Beyond Milestone2 ----------------- - More things than just levels on the worldmap (similar to SMB3)