[Super-tux-devel] Todo
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From: Ingo R. <gr...@gm...> - 2004-04-10 13:33:27
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Here again a little todo on what I want to have finished till milestone1 release, since I would really like to get this out real soon, we should cut everything that isn't doable in a short time frame (ie. a few days): - an additional background layer that scrolls with half the speed, ie. paralax scrolling, this is needed for the cave, graphics pretty much done, it just needs code, this is needed for the cave level and for the boss level (even so no gfx here yet, but shouldn't be hard to create) - instead a flat background color I would prefer to have a background gradient from one color to another, workaround if this can't be done would be a simple bitmap, instead of a custom gradient (needed for the snow levels) - reset points in the levels, these should be configurable via the level file, needed especially in the boss level, if possible reset points should get a player visible graphic, but not a must have - a boss as proposed at: http://pingus.seul.org/~grumbel/tmp/supertux-boss.jpg this however will require some serious cleanup of tux current grab and throw behaviour first, including some new graphics for grabbing an item - laptop (now mriceblock) fixes, laptop still acts pretty weird in a lot of situations and doesn't feel very natural, it also gets stucky in some situations - fish should turn around when falling done and should only be vulurable when falling done, since it doesn't make much sense to jump on his mouth and kill him, while not getting harmed oneself - flyingsnowball could accelerate and slowdown, instead of just having a constant velocity, some very little (as in a few pixels) sin-wave like swinging on the x axis might also be good - new items (well, just new gfx): http://pingus.seul.org/~grumbel/tmp/iceflower.png http://pingus.seul.org/~grumbel/tmp/1up.png http://pingus.seul.org/~grumbel/tmp/1up2.png http://pingus.seul.org/~grumbel/tmp/grow.png these are not perfect, but should be useable, if somebody comes up with better ideas I can create gfx for them - levels, we currently have enough levels, but neither of them are polished and tweaking for gameplay, extras and enemies, this area still needs a lot of work - joystick buttons need to be configurable - keyboard keys should be configurable - menu needs a bit reordering: - 'Load Game' should be renamed to 'Start Game', old 'Start Game' thus gets replaced and can be removed - worldmap needs an exit/option menu, together with a way to save the current state - there should be a 'Quick Play/Custom Game' menu that lets one play custom levelsets, this would require to save the game-state in some way for levelsets, since already played/finished levels should be marked and unplayed levels should be locked - worldmap needs scrolling - level end sequence, I commited gfx for the end-iglo in cvs, however there still needs to be code to handle this, ie: - once tux walked over a given line at the end of the level, say 960 pixels before the level end, the game should switch to the level end sequence, which simply means holding down 'right' button, the rest will need to be handled by the level itself, ie. placement of the iglo in the foreground/background layers. Since iglo is to complicated for custom levels, levelfile should get a flag if iglo-mode should be used or not - in addition to the iglo it would be nice to have a rotating star-elpise as shown in: http://pingus.seul.org/~grumbel/tmp/supertux-endscreen.jpg this should collapse or expand (whatever looks better) and start the main endsequence Comments or additional items that need to be done? If level creators need more/special tiles, write me a mail or visit IRC please. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |