Re: [Super-tux-devel] Release Schedule/Milestones/GotM
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From: Bill K. <nb...@so...> - 2004-02-11 20:57:12
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On Wed, Feb 11, 2004 at 05:31:25PM +0100, Ingo Ruhnke wrote: > Tobias Gl=E4=DFer <tob...@gm...> writes: >=20 > > Hey, backscrolling _is_ already possible. ./supertux --debug-mode. >=20 > The question is not so much if backscrolling is possible, but more if > we want or need it. With vertical scrolling its a must have, but with > just horizontal scrolling its not really important and doesn't provide > much advantages. >=20 Not to repeat myself too many times, but I'm against 'backscrolling' in a game with Super Tux's theme. My previous jump-n-run game, Bobobot, allowed going back (although it wasn't scrolling), but that's because there was no sense of urgency. It was merely the entire world in danger, not your girlfriend. ;) Also, there was no timer. <snip> > >> * create a little credits-screen/extro or something like that > > Dunno, if that's needed. >=20 > To make it short, its a must have. It doesn't has to be groundbreaking > or anything, but simply poping back to the start menu or something > like that after the last level looks just so damn broken. I agree. We do have the 'Intro', so it'd be nice to have something ot 'end the story [... for now]' (cue evil music) <snip> > 0.2.x - changing the engine to handle features listed in the current > Todo, break compability with 0.1.0 levels, basically creating a > pretty different game. This is where I would fork completely. Hell, it might even make sense to just start from scratch for the 'next game.' Definitely DON'T just jury-rig on top of the current codebase to make a completely different game. There'll be a lot of picking and choosing, and throwing away of code, from the first 'version' to make the 'sequel,' and it makes no sense to do that INSIDE the original's code! -bill! |