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Difference between revisions of "Meeting 2010-02-27"

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(Gameplay: Motion: Change to worldmap of Icy Island)
(Gameplay: badguy rename)
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** [[Mr. Bomb]] → Fuse
 
** [[Mr. Bomb]] → Fuse
 
** [[Jumpy]] → Recoil
 
** [[Jumpy]] → Recoil
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*: ''AnMaster:'' in general I prefer the older names there. well, maybe not for "Kamikaze Snowball"
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*: ''WolfgangB:'' if grumbel thinks the badguys need new names do it
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*: ''octo:'' I don't like "Avior" nor "Dex". With the other names I don't have much preference
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*: ''grumbel:'' what we want is good and interesting names. finding them is the hard part
  
 
=== Source code ===
 
=== Source code ===

Revision as of 09:08, 27 February 2010

The 2010-02-27 meeting was held on Saturday, February 27th at 15:00 UTC on IRC.

Present were:

Minutes

Project management

  • (Unstable) Release - how?
    • octo has a release tarball that needs testing.
    • Tasks to be done (by who?):
      • Upload tarball to file server (BerliOS? Google? Lethargik?)
        People listed at http://developer.berlios.de/projects/supertux/ as "admins" can upload to BerliOS.
      • Update download page http://supertux.lethargik.org/download.html
        Probably sik0fewl
      • Announce on freshmeat.net (Project there by AnMaster?)
        AnMaster and WolfgangB
      • Announce on http://happypenguin.org/
        Can be done by everybody
      • Update bug tracker
        → octo'll do it
      • Binary packages?
        • According to WolfgangB, SuperTux did provida Linux autopackage and Windows binaries along the source tarballs.
        • Previous Windows binaries were built by "Delta" / "Sommer"
  • Last chance to change Versioning scheme
  • Next meeting date and time - every Saturday at 15:00 UTC?

Gameplay

  • Feedback for the Yeti level.
    • Postponed (again) because Mathnerd314 wasn't there.
  • New tiles from grumbel - which are useful?
    • grumbel: nightcave is good, the rest is crap
    • grumbel: Make "Crystal cave" into a background tileset
    • grumbel: the snowmountain stuff needs to be repainted
    • WolfgangB, octo: If tilesets should be removed, do this ASAP (before they are used in levels by 3rd parties)
  • Milestone 1-like worldmap - do now or later (which ideas to keep from the new one?)
    • "Now" meaning before the release?
    • octo has a version of the Milestone 1 worldmap in Milestone 2 syntax. Use that or work on the current version?
    • The worldmap has been changed just before the meeting (revision 6419) by Mathnerd314.
    • WolfgangB: in a stable release the worldmap should fit with the levels e.g. some mountains on the map for cave levels
  • Screw the forest? Keep for now? Don't delete ever?
    • Motion: Restore the Milestone 1 worldmap and add the intro and Yeti levels. There will be no passage to/from the Forest and the Forest / World 2 will be moved to contributed levels.
      • In favor: octo, grumbel
      • Opposed: nobody
      • No opinion: AnMaster
  • New names for badguys. Which to rename and (if applicable) which name to use?:
    AnMaster: in general I prefer the older names there. well, maybe not for "Kamikaze Snowball"
    WolfgangB: if grumbel thinks the badguys need new names do it
    octo: I don't like "Avior" nor "Dex". With the other names I don't have much preference
    grumbel: what we want is good and interesting names. finding them is the hard part

Source code

  • 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, …)
  • Proposal - merge src and data of objects/enemies together so that all content is in only a single folder (i.e., folder data/mrtree/ would contain mrtree.?pp, mrtree.sprite, mrtree.ogg, left-*.png, etc.)
    • Slightly harder to build and distribute packages (exclude *.?pp from data directory in binary builds)
    • Easier to take out/add objects, because there's less to keep track of
  • Switch to some physics engine?
    • Features needed for everything to work:
      1. tilemaps (or a good broadphase and efficient collision data format)
      2. static constraint solver (so Tux doesn't get stuck on tile edges; problem in Box2D/Chipmunk)
      3. raycasting (ispy)
      4. kinematic objects (HitResponse FORCE_MOVE)
      5. AABB queries (Drawing to screen)
      6. custom collision callbacks/handlers/listeners/filters (all that collision code in MovingObject)
      7. wheel joints (bicycle platform, unused except for test levels)
      8. sliding joints (pneumatic platform, also only a test level)
      9. path constraints/motors (for moving tilemaps/platforms)

Log

To do.