February 14 Meeting Agenda
From SuperTux
Attention: If you have anything to add, just click the "Edit" link and add some text
The next developer's meeting will be held on Saturday, February 20th starting at 15:00 UCT. Anybody interested in SuperTux is invited to participate. The discussion will be held on IRC, network freenode, channel #supertux. Minutes of the meeting will be made available at Meeting 2010-02-20.
The following are topics we would like to discuss. Since it's possible that we cannot address all the below issues, we might postpone some issues for a later meeting.
The minutes and IRC log for this meeting are now available.
[edit] Discussion
- Project management
- (Unstable) Release
- Licenses of data files: Status of tracking down the original authors.
- (Unstable) Release
- Gameplay
- Feedback for the Yeti and Above the Arctic Skies levels.
- Carrying objects
- Proposed behavior
- Small Tux should not be able to go through 1-tile tall tunnels when carrying stuff
- Requires extending the hitbox
- That would hurt Tux when walking under a hurting tile 1 unit off the ground, which is wrong - Mattmccutchen
- Requires extending the hitbox
- Should held items function as a shield? (They do in SMW3)
- Prority? (I.e.: Should this go into the next release or is this something that can wait?)
- Source code
- Move external libraries out of tree and require them on the system itself (distro support? Windows?)
- Split physics, drawing, etc. apart
- Which design pattern to use?
- Find some way to change object constants without recompiling (sprites, Yeti bounds, velocities of various things, …)
- Next meeting date and time
[edit] Things to do
- Document the license of data files in a file named
AUTHORSorCONTRIBUTORS. See also: bug 578. - Fix bugs / things you don't like
- Make certain game is fun
- Update wiki pages (clean up design documents)
- New levels
- Enemies (bombfish, snowman, ninja snowball, forest enemies such as owl/zeekling...)
- Boss levels need lots of work (tree boss is confusing, totem pole is a piece of #@%&$, all are way too easy if you just stand in a corner)
- Expand levels to 25 tiles tall (max resolution is now 1280x800)
- Make certain camera/levels allow playing reasonably at 640x480 (min resolution)
