X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=docs%2Fmilestone2.html;h=8da1b72ecc068bea9a243c964d468bcd9b80c4d6;hb=08ccb17345a52f5ffd8a5dd6ecf675cad55f16a7;hp=3ce2c0446178e8e9db49f13c0a22da44db9180bc;hpb=1a36ad149a4ee89a601d523878d168ed3b68ae62;p=supertux.git diff --git a/docs/milestone2.html b/docs/milestone2.html index 3ce2c0446..8da1b72ec 100644 --- a/docs/milestone2.html +++ b/docs/milestone2.html @@ -66,7 +66,7 @@ levels use one of these tilesets; a general rule should be not to mix them.
Levels in the transition area between light and ghost forest, however, follow a different design: Those levels will have a light sector and a -very similar looking ghost forest sector. Troughout the level, Tux will +very similar looking ghost forest sector. Throughout the level, Tux will need to travel between the sectors to solve puzzles and find his way through the level. Transition between the worlds can happen by either
a) actively walking through a portal,
@@ -103,13 +103,13 @@ badguys


Powerups:
-In Milestone 2 in general, the favourite way of enhancing Tux' +In Milestone 2 in general, the favored way of enhancing Tux' abilities will be through level objects that temporarily grant Tux special abilities (see Level Objects section for more details), rather than permanent powerups like fire and ice shots. Those will still be there, but they'll remain relatively weak, so they don't get in the way of level design. An ice shot will be implemented, the fire shot's -behaviour will be improved [need more detail here]. The fire shot gets +behavior will be improved [need more detail here]. The fire shot gets a new ability to burn through specific tiles to reveal paths. These paths, however, should contain only bonus items like coins; it must be possible to finish a level without needing the fire powerup.