Tobias Gl=E4=DFer <tob...@gm...> writes:
> Release plan for 0.0.6:
>
> -fixing bugs
> New bugs have been introduced, which
> want to be fixed. .)
Yep, might be good to at least get back to the playabilty before
reorganizing the beast.
> -improving documentation
> The new features want to be documented, I think.
A bit docu can't be bad, especially docu on what should be done.
However documenting the currenty stage of the game itself shouldn't be
needed much at all, since lots of it might change in the future.
> -load/save feature
> Very experimental.
I wouldn't care about it as this stage all that much, after all it
depends quite a bit on the whole structure of the game what needs to
be saved an what not (do we have just linear levels or a large
non-linear world, do we have an inventory, etc.). Beside that with
just one or two levels nobody will miss a save button.
> -more levels, graphics and musics
> We have a huge lack here. :(
Would help to actually know in with direction the game will be heading
before such stuff could start comming in.
> -reorganize game_action() and game_draw() code in
> a "object orientated" way. Won't be easy and will
> end in creating enemy.c and enemy.h for example.
> DONE / Fix bugs in it.
> Ok, to be honest, there is never a real end for a rewrite. :)
While at that just switch to C++, don't see much point in emulating OO
in C the hard way.
> !NEW
> -OpenGL mode
> It's not that experimental anymore, but not complete at all.
Seems to work rather well so far, the real question is if OpenGL
should just be a nice add-on or if it should be the primiary rendering
target.
> -Leveleditor.
> Isn't complete. We need to think about a GUI for SuperTux. We could=20
> take a look at picogui or we write the essential GUI components
> ourselves.
An already existing gui toolkit/library should be used, no need in
reinventing the wheel.
--=20
WWW: http://pingus.seul.org/~grumbel/=20
JabberID: gr...@ja...=20
ICQ: 59461927
|