X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=TODO;h=016a60dce98ae0653ec93688b23e3283e498e07e;hb=236df51d91f0845cd4e06b3269e262911d81f5db;hp=7da8d2e3a6b21f72a801d6e58ad5f4fa57e8a611;hpb=8a8be101a92b3da07141541263b3499bffea051b;p=supertux.git diff --git a/TODO b/TODO index 7da8d2e3a..016a60dce 100644 --- a/TODO +++ b/TODO @@ -1,68 +1,91 @@ -- To do for Milestone1 - +- To do for Milestone2 - http://super-tux.sf.net/ -Last update: May 3, 2004 - -These are mostly bugs: +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. + 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] AX_CHECK_GL produces an error during configure +[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 - - Might still be some other bugs to iron out + - 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 - - Right now only breaks bricks beneath tux - - Should only work when Tux is bug - Should kill enemies with a certain range - - Should disable Tux Temporarily + - Done--now needs to be tweaked - Animation (need images) - - -[H] Camera movement shouldn't be so fast at the beggining, it takes the focus from - the game (backscrolling) + - 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] 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 +[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? -[H] 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... -[H] Enemies should turn upside down after being hit by an kicked - iceblock, fireball or bomb -[H] When jumping into a brick and there is a powerup, it should change direction or not, - depending where the collision was. It currently sucks. - [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 the roof +[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... [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) + 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 - - -Stuff for past milestone1: --------------------------- -Note that this list is far from complete, but lists some bugs that we don't want -to touch before milestone1 at the moment. -- You shouldn't be able to stand on invisible blocks, before you bumped them -- bombs should explode directly when hit by another bomb or a mr.iceblock -- we only have a global counter for multiple coin blocks. This should be handled - per block. -- We should reduced the width of tux collision rectangle so that he falls easier - between 1 tile wide holes. -- The enabled/disabled icon in the options shouldn't be a cross. Some people - think the options are disabled because they're crossed. Better use a green - check mark. +[L] we only have a global counter for multiple coin blocks. This should be handled + per block. - Why is this a bad thing? It avoids unnecessary cpu and memory use. +Beyond Milestone2 +----------------- +- More things than just levels on the worldmap (similar to SMB3)