Update of /cvsroot/super-tux/htdocs/milestone2
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv10407/milestone2
Added Files:
index.xml submenu.xml
Log Message:
- added some milestone2 goals
--- NEW FILE: index.xml ---
<?xml version="1.0"?>
<page title="SuperTux - Milestone 2 - Version 0.2.0">
<section title="Milestone 2 Goals">
<p>
Now that Milestone1 is out and up and running, its time to take
some preperations for Milestone2. Goals should of course
include:
</p>
<ul>
<li>new enemies</li>
<li>at least one new tileset</li>
<li>15-30 new levels</li>
</ul>
<p>
However that are of course just generic goals that pretty much
apply to any Milestone, more detail goals follow below and will
be extented and refined over the comming month:
</p>
<ul>
<li>intelligent horizontal and vertical scrolling as seen in
most later jump'n runs, which means tha camera should
automatically change the viewpoint so that the player has a
good view onto things that are comming onto him, it should
also be possible for the player to manually turn the camera to
move to the left/right, the camera should also be sensitive to
the speed of the player, so if he runs fast the camera should
give more to see infront of the player, then when walking
at normal speed, Yoshi Island demonstrates this camera behaviour quite well
</li>
<li>
together with vertical scrolling levels of course should have
both variable heights and width
</li>
<li>
parallax scrolling backgrounds should be build out of tiles
instead of plain huge jpg/png graphics, multilpe configurable
background layers would be good as well (ie. gradient,
parallax tilemap 1, parallax tilemap 2, playfield bg,
interactive playfield, playfield fg, parallax tilemap
foreground)
</li>
<li>
the game should support sublevels, so that one can walk
through pipes or doors to enter other sections of a level
</li>
<li>
butt-jump as described on the development page should be
implemented, in addition to that there would be a need for a
new tiletype that reacts on a butt-jump and gets smashed
</li>
<li>
flaping as described on the described should be implemented,
it should basically provide the player with an additional 'up
boost' in the down-phase of a jump and giving him more ability
to land precisly.
</li>
<li>
one-tile problem should be fixed, meaning Tux should be able
to fall through small 1 tile wide holes, instead of just
walking over them, this could/should be fixed by the use
collision/tile shapes that are not rects, but rects with round
edges or elipses
</li>
<li>
Tux should be able to jump again/bounce while jumping on an
enemy (ie. by holding down the jump button), this is standard
Mario behaviour
</li>
<li>
non-square tiles, as the ones used for sliding would be good
to have, sliding itself isn't strictly necessary for
Milestone2, could be suspended for Milestone3
</li>
<li>
At least one final boss is a minimum for this release, a
second mini-boss would be good as well.
</li>
<li>
info-boxes that present a dialog-window on jump would be good
to teach the player new moves and actions
</li>
<li>
multilanguage support (via gettext or such) might be good with
the number of text increasing
</li>
<li>
ice and fireflower should get more specifc meaning and
abilities
</li>
</ul>
</section>
</page>
--- NEW FILE: submenu.xml ---
<?xml version="1.0"?>
<submenu>
<item file="index.html">Introduction</item>
</submenu>
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