Re: [Super-tux-devel] To be done
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From: Ingo R. <gr...@gm...> - 2004-04-02 00:52:03
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Ricardo Cruz <ri...@ae...> writes: > - Jump > The jump should be fixed, I mean just see what happens if you leave the Up > key, until Tux reaches the maximum. > Also, the jump should be based in tiles. Besides, when running, the jump > should be bigger. Jump doesn't need to be exactly tile based, just something reasonably close. > - Setup keys > We need a dialog for keys setupping! Speaking about input, it would be nice to have a bit more configurable joystick support as well, ie. switching the joystick axis/buttons in use at runtime, configure the keys freely, etc. I kind of really like the way zsnes allow to configure keys, since it does exactly what one needs and is very easy and more quickly to use. > - Textures should be a class > Textures is the perfect example of a good use for a class. > The name should maybe be changed to Surface... Yep, I second that, texture is a bit confusing name. > - Frontend change > It should be possible to have a SDL <-> OpenGL frontend change in the fly. > Some time ago, I've made a hack that would just restart the app, when a > 'change frontend' option was selected. But it should be more powerfull than > that, allowing the change to occur during the gameplay. I don't consider it much important, it would be nice to have, but nobody will miss it if it isn't there. I can't even name much commercial games that support on the fly switching of graphic drivers. My personal wishlist: - a more flexible gameloop() that gives better results and feedback on how the level ended, ie. how many coins got collected, what time was needed, what extras did tux have when finishing the level, what bonus blocks got triggered, etc. Main reason for this would be to allow the worldmap to present some percentage value on how much the level is completed, which in turn with secrets would give much greater replay values to the levels. This would also need a different way to handle savegames - worldmap integration into the game, ie. replacing the current sequencial levels http://pingus.seul.org/~grumbel/tmp/supertux-worldmap4.png - seperate main menu item to select level subsets, browse them by name, etc. - bonus-rooms/sublevels - more levels - more testing, given the new enemies and the new levels the game could need a good amount of testing, there is still a lot of stuff thats buggy or unbalanced - jump on an enemy while holding the jump button should result in a higher jump (mario-like) - new tux sprite, missing images for dead enemies (ok, thats something I have to do ;) -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |