X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=TODO;h=11c351f83845e268d27f2dc30956a9b682d5a48c;hb=8978dd0db16006fb16d36ba7e2bd177fe70cf5e6;hp=db72f1ce45640061cafc78959e57c665c832f4d8;hpb=4789ad19cd33e2154290d2829c493e99b4bacb0a;p=supertux.git diff --git a/TODO b/TODO index db72f1ce4..11c351f83 100644 --- a/TODO +++ b/TODO @@ -1,32 +1,79 @@ -- To do for Milestone1 - +- To do for Milestone2 - http://super-tux.sf.net/ -Last update: April 26, 2004 - -These are mostly bugs: - -- supertux crashs from time to time - fixed -- leveleditor lacks enemies support (will be fixed soon by Tobias) -- sometimes you die after being in pause modus and unpausing - still true? -- sometimes the level restarts/you die after collecing a growup - fixed -- mriceblock doesn't disapear after being kicked my another iceblock, - not sure when exactly it happens, might depend on direction or so - fixed -- mriceblock doesn't fall down when being squished in the air - fixed -- It's not possible to duck while jumping - fixed -- Intro/Extro textspeed is CPU dependent - fixed -- fadein/out for intro/extro would be nice -- when you interrupted the intro (by going to credits for example) and go back - to it, tux doesn't jump anymore -- when jupming against the 2nd multiple coin block in a level only 1 coin will - come out. -- In the "Oh No More Snowballs" map, there's a ?-Growup-Block at the beginning - with only 1 tile space above it -- when jumping into the exit with a star, the endgame music will change back to - levelmusic after a short time -- the can_jump flag should be based on a time instead of the 2 tiles check. - Since the 2 tiles flag won't help when you're jumping over a hole. Better use - a timer that is started when up is pressed, when you then land and the timer - is below a certain time, you can do the jump. -- when bumping a special with 2 blocks at once, it won't change direction -- points aren't reset when gameover +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] Make sure there are no invalid tile numbers in the level files + - Tile 6 occurs in world1/level5.stl as well as other levels +[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 + ? Right now only breaks bricks beneath tux - what else should it break + - Should kill enemies with a certain range + - Done--now needs to be tweaked + - Animation (need images) + ? Should disable Tux's movement temporarily (1 second?) +[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] Dead Tux/badguys should be drawn on top of the foreground layer +[H] Graphics + - New forest tileset + - Badguy sprites + - Tux's buttjump animation +[H] When bumping powerups, they should bounce away from the centre of Tux +[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] 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. + +Beyond Milestone2 +----------------- +- More things than just levels on the worldmap (similar to SMB3)