X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=TODO;h=e9705e6499ca1f05512a5961ea2f4abe935e0c15;hb=61c018269ea0a87d562f47eee9fba2f8bb091a70;hp=e1b401eca5c954d208537aff7a0e8c0cee487ae5;hpb=7981f4c11e7e98eadfc331cc3b59e28e7a9e6e8f;p=supertux.git diff --git a/TODO b/TODO index e1b401eca..e9705e649 100644 --- a/TODO +++ b/TODO @@ -1,169 +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 - ---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) - * 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. - * 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 - * invisble blocks are visible and make the game crash when bumped - * 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 - ---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] Background code have the following bugs: - - Gradient in software rendering doesn't currently work (at least here). - Matze: can you give more details? The code looks perfectly fine to me - -[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 -[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 - - Not sure if this would be gameplay wise. - -Beyond Milestone2 ------------------ -- More things than just levels on the worldmap (similar to SMB3) +The TODO is now located at http://supertux.lethargik.org/wiki/TODO