[Super-tux-commit] supertux TODO,1.71,1.72
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From: Ricardo C. <rm...@us...> - 2004-07-09 23:26:57
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Update of /cvsroot/super-tux/supertux In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv4476 Modified Files: TODO Log Message: Updated and commented the TODO. Index: TODO =================================================================== RCS file: /cvsroot/super-tux/supertux/TODO,v retrieving revision 1.71 retrieving revision 1.72 diff -u -d -r1.71 -r1.72 --- TODO 12 Jun 2004 21:13:34 -0000 1.71 +++ TODO 9 Jul 2004 23:26:48 -0000 1.72 @@ -19,9 +19,17 @@ [?] Default keyboard setup should change. Up will be needed for other features like going through doors and looking up, etc. + Ricardo: IMO, there should be the following keys for the following actions: + Up arrow - Look up + Down arrow - Look down / duck + Left arrow - Left move + Right arrow - Right move + Ctrl - Run / Power + Alt - Jump + Not sure if Open doors action would be attributed to Up or Ctrl... -[H] Worldmap needs to allow multiple maps - - or just one big map with multiple worlds? +[H] Worldmap should have a flag to allow to go to another map after finishing + a level from that one. [H] Change resolution to 800x600 - Levels need to be updated to resolution - half of the levels have been already updated @@ -31,7 +39,7 @@ - Should kill enemies with a certain range - Done--now needs to be tweaked - Animation (need images) - - Should be a powerup item + - 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 @@ -39,8 +47,6 @@ - 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] stdint.h isn't a part of FreeBSD. We should probably use SDL integer - types instead. [H] Graphics - New forest tileset - Badguy sprites @@ -49,21 +55,23 @@ - Useful for vertical scrolling when we only want a sky background on the top of the level - Support for this is already available using a paralax tilemap layer +[H] Background code have the following bugs: + - Gradient in software rendering doesn't currently work (at least here). + - Images tiling code sucks resulting in glitches and unecessary drawings. [M] There are some weird graphical glitches when Tux bumps more than one block at the same time [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 aborting a level, lives and score should remain the same as they - were before. Solution: make more dependency between the game engine and - worldmap or just backup those variables before starting a level. - fixed? [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 +[M] Implement Unisolid type for tiles (where collisions from below are ignored). [L] Allow any object to be inside of a [?] box, ie. trampoline or badguy + - Not sure if this would be gameplay wise. [L] in the "Welcome to Antarctica" level, the blocks next to the first growup look like there are 2 blocks above each other when bumping against them as small tux... @@ -72,12 +80,8 @@ instead of fall, pause mode doesn't seem to have this problem, only menu) [L] catch exceptions thrown by lispreader -[L] fadein/out for intro/extro would be nice [L] we only have a global counter for multiple coin blocks. This should be handled - per block. -[L] Show level number on top of the screen when playing the level -[L] Fix the door animation -[L] Prevent Tux from being able to jump over ending sequence triggers + per block. - Why is this a bad thing? It avoids unnecessary cpu and memory use. Beyond Milestone2 ----------------- |