Re: [Super-tux-devel] Next version plans
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From: Tobias <tob...@gm...> - 2004-05-12 13:10:14
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Hey folks, generally spoken most features are good features. I'd like to explain my release plan: The 0.1.x series is for bugfixing only from now on. The 0.2.x versions will be started now and are equivalent to the 0.0.x series (which means, that new features are a top priority). This efforts will result in the 0.3.x series aka 1.0.x. Greetz... Tobias Gläßer Am Mi, den 12.05.2004 um 13:36 Uhr +0100 schrieb Ricardo Cruz: > Hey there, > > I would like to discuss with you guys the plans for a future version. Here > goes my suggestions (highly influenced by those that Ingo described over the > webpage: http://super-tux.sourceforge.net/milestone2/index.html ). > > * Vertical scrolling > > Already made, there can be a bug here and there, but it is pretty good. > Now, we only need to make the built-in level editor supporting it... Does > FlexLay already supports it? > > * Auto horizontal scrolling > > I believe this is pretty stable by now. > To enable it, just add the line to the level: > (hor_autoscroll_speed 0.5) > Being 0.5 the speed you wish. The velocity is in pixels per the number of > frames at defines.h. > > * Back scrolling > > The camera stills needs work. It moves too fast in the beginning what is > really annoying and distracting. > Anyway, you can already make levels supporting it by adding the following > line: > (back_scrolling #t) > #t means true and #f false. > Note that you also need to be in debug mode (supertux --debug-mode), in order > to enable it! > > * Smart camera > > When the camera movement is improved, we can implement it to show more stuff > ahead Tux when he is running. > It should also be possible for Tux to be stuff below and upper when pressing > in the Up and Down keys. This would also mean the use of another key for > jumping. > > * Butt jump > > Ryan already made a simple implementation of this. Currently it destroys the > brick in the bottom after a jump and pressing both the Up and Down keys. > We still need graphics for it, and also to decide how it will be. I think it > should be enabled by keep down pressing after a full jump and it would also > create a small earthquake in the ground killing enemies in a short distance. > Tux would also get stuck for 1.5 second. > > * Ice flower > > In the end of the first world, Tux got the availability of the ice > flower...So, we should implement it. > IMHO, it should be a straight fire and the enemy would froze for 3 seconds or > so, Tux could then kill them or just run away. > I think this should not affect ice enemies... I mean, they are already > frozen :D > > The hard work will be the creation of graphics for the enemies... > > * 800x600 resolution > > I really would like to go for it, but it would mean a lot of artwork. > We could also just make use of a higher visible area... > > * Another world > > I would go for an industrial world, as Marek suggested. > > * More bad guys > > This is mostly artist work. Coding is pretty simple for this kinda of stuff, > graphics are the worse part. > > > Other nice stuff, not really necessary: > * Internationalization > * Info boxes, as those on Yoshi's and SM World. > > > Harder work that should go for another release: > * sliding, this would be great; > * swimming; > * bosses; > * moving platforms; > * certainly there are thousands of other cool stuff. > > I would like to see a few flamming about this :) > At least, send a replay to say if you agree or don't. > > Ricardo Cruz > > > -- > It's difficult to see the picture when you are inside the frame. > > > ------------------------------------------------------- > This SF.Net email is sponsored by Sleepycat Software > Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to > deliver higher performing products faster, at low TCO. > http://www.sleepycat.com/telcomwpreg.php?From=osdnemail3 > _______________________________________________ > Super-tux-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/super-tux-devel > |