X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=TODO;h=4d198357bc098bcf28dc44985ea731394636a970;hb=83c30004db449adce6fd5fd3fd55c12ecb203892;hp=6f5863e7fae2a0512d5e767d8109f09884b89a62;hpb=e2e92ccde69d05ea3f6b1aa925ca7fad4e73704d;p=supertux.git diff --git a/TODO b/TODO index 6f5863e7f..4d198357b 100644 --- a/TODO +++ b/TODO @@ -1,81 +1,3 @@ + TODO -- 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. - -Beyond Milestone2 ------------------ -- More things than just levels on the worldmap (similar to SMB3) +The TODO is now located at http://supertux.berlios.de/wiki/index.php/TODO