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Difference between revisions of "Milestone 1 Analysis"

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(Good Things in Milestone 1)
(Replaced Milestone 1 section with Jothesmo's cleaned-up version from ''Milestone 1 Defects'', also done some cleanup for Milestone 2 section)
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= Bad Things =
+
== Bad Things ==
The following is a list of defects in Milestone1, these are not bugs, but things that are annoying, missing or otherwise out of place and should be changed or fixed in Milestone2 or later:
+
  
* bitmap backgrounds look very boring, not only do they not paralax scroll, but they also simply repeat the tileset that is used for the foreground. Paralax scrolling means multiple background layers scrolling with different speed.
+
The following is a list of defects in Milestone 1. These are not bugs, but rather things that are annoying, missing or otherwise out of place and should be changed or fixed in Milestone 2 or later.
  
* MrBomb looks sucky
+
* Bitmap backgrounds look very boring, not only do they not paralax scroll (meaning multiple background layers scrolling at different speeds), but they also simply repeat the tileset that is used for the foreground.
  
* Tux lacks a dedicated run animation
+
* Mr Bomb is poorly drawn.
  
* Run-sign should be replaced with an info block
+
* Tux lacks a dedicated run animation.
  
* keyboard configuration via menu is very fishy, ie. not navigatable via the keyboard but only via mouse, since otherwise one changes all the settings, kind of non-intuitive
+
* The Run sign should be replaced with an information block.
  
* MrIceblocks black outline looks out of place
+
* The keyboard configuration via the menu is very awkward. It is only navigatable with the mouse (not the keyboard); it's kind of non-intuitive.
  
* pipes look ugly
+
* The black outline surrounding Mr Ice Block looks out of place.
  
* green grass tiles don't fit very well into the theme, large grass tile is to large
+
* The pipes look poorly drawn.
  
* tiles are seperated in files, this causes beside other things slower load times
+
* The green grass tiles are out of place, and the large one is too large.
  
* loading of level header information is rather slow (ie. starting the worldmap)
+
* The tiles are seperated in different files; besides other things, this causes slower load times.
  
* environment is, beside from the ?-blocks, completly non-animated -> boring
+
* The level header information loading process is rather slow (ie. launching the worldmap).
  
* bumping against a ?-block leaves the ?-block graphic in place sometimes
+
* Besides the ? blocks, the environment is completly inanimate; this causes the game to be slightly less exciting.
  
* one-tile gaps are handled pretty badly
+
* In some cases, bumping against a ? block leaves the image in place.
  
* ?-blocks don't indicate at which side they where bumped - MatzeB: IMO being able to bounce ? blocks from 2 sides to affect direction of the egg was a pointless feature anyway... Grumbel: it was pointless without backscrolling, with backscrolling however I consider it pretty essential, it should simply be a bit more obvious (block jumping/rotating into the direction it was bumped)
+
* One-tile gaps are handled pretty badly.
  
* goal-bars look kind of pointless (bad ripoff of MarioWorld)
+
* ?-blocks don't indicate at which side they where bumped - MatzeB: IMO being able to bounce ? blocks from 2 sides to affect direction of the egg was a pointless feature anyway... Grumbel: it was pointless without backscrolling, with backscrolling however I consider it pretty essential, it should simply be a bit more obvious (block jumping/rotating into the direction it was bumped).
  
* Worldmap doesn't have basically no alternative paths
+
* The goal bars are pointless (a ripoff of Mario World).
  
* no fade-in/out when you enter a level or die
+
* Worldmaps have basically no alternative paths.
  
* snowflakes, while pretty, don't really match the style
+
* There are no fade-outs/ins when you either die or complete a level.
  
* coins look shit
+
* While pretty, the snowflakes do not really match the style.
  
* stay-on-platform is fishy, should be indicated by the enemies color
+
* The coins are very poorly drawn.
  
* ?-blocks are badly shaped (pixel dirt)
+
* The enemy's stay-on-platform option is questionable; it should be indicated by the enemy's color.
  
* stalacticts should shatter via particle effects
+
* The ? blocks are badly shaped.
  
* lives are rather pointless, since one can continue as one wish, going through the Main Menu to do that however sucks, losing reset points as well
+
* Stalactites should shatter via particle effects.
  
* game 'physics' are to simple, making game to easy in many areas
+
* The physics of the game are too simple; making the game too easy in many areas.
  
* many badguys don't align properly to the tilemap
+
* Many enemies do not align properly to the tileset.
  
* level design rather uninspried, many screens are completly pointless and without challange
+
* Many levels are completely pointless/without challenge.
  
* many enemies simply fall into the next hole without ever being any danger to tux
+
* Most enemies simply fall into a hole without ever being a danger to Tux.
  
* grey-blocks are super ugly
+
* The grey blocks are very poorly drawn.
  
* igloo should have a flag raised or something other to indicate that Tux entered it
+
* To indicate that Tux entered it, the igloo should raise a flag, etc.
  
* no half-tiles/unisolid tiles
+
* There are no half-tiles/unsolid (unstable?) tiles.
  
* invisible blocks have collision even when they are invisible
+
* The invisible blocks have collision; even though they're invisible.
  
* coins and other stuff should have particle-effect or other animation when collected, not just dissapear
+
* The coins and other things should have particle effects or some other animation when they're collected (not just disappear).
  
* many secret areas look like bugs
+
* Many secret areas are poorly made and therefore may look like bugs.
  
* flying snowball could need more animation, moving eyes, smoke coming from an exhaust, etc
+
* The flying snowball enemy needs more animation (moving eyes, smoke coming from an exhaust pipe, etc.).
  
* no seperate death animation for flying snowball
+
* The death animation for the flying snowball enemy is the same as the normal snowball.
  
* music on the worldmap doesn't fit
+
* The music played on the worldmap is out of place.
  
* worldmap is non-animated and lacks water animation
+
* The worldmap is inanimate and lacks water animation.
  
* water in levels is pointless
+
* The "excellent" sound sample should be redone.
  
* 'excelent' sound sample sucks
+
* Tux's Fireflower ability (item and shooting fireballs) is poorly drawn.
  
* fireflower-Tux looks shit, shooting fireballs looks shit as well (just poping out of Tux's head)
+
* The enemies move too slow (in relation to Tux); make them able to easily dodge Tux.
  
* levels are to long, shorter more focused onces would be better
+
* Mr Bomb's explosion should have particle effects.
  
* enemies move to slow in relation to Tux, make them to easily dodge able
+
* The main menu background should be redone, with a superior AI.
  
* MrBomb explosion should be particle effects
+
* Save-game slots should not be limited to five -- "Create Slot", "Copy Slot", and "Delete Slot" buttons would be better.
  
* Main Menu background with the dumb auto-jump Tux sucks, should be a clever Tux
+
* The pause effect should be redone.
  
* Slots shouldn't be limited to five, might be better to have a 'create slot', 'copy slot', 'delete slot' menu entry
+
* The starting point (igloo) on the worldmap cannot be entered.
  
* the blinking pause effect is shit (epileptic fun), having pause at all seems pointless, since we already have a menu
+
* Pipes cannot be entered; we thus had no bonus rooms.
  
* the starting point, the igloo on the worldmap, is not enterable
+
* Clever enemies are missing (ie. the plants which come out of pipes only if Mario isn't standing on that pipe).
  
* pipes can't be entered and thus we had no bonus rooms
+
* The menu fade-in effect should be redone.
  
* 'clever' enemies are missing, something like the plants which go out of a pipe only if Mario is not standing on that pipe
+
* There is no special sound effect that plays when you die.
  
* menu fade-in is so so, better than nothing, but not that great either
+
* More abilities for Tux are needed.
  
* no die jingle music
+
* The time continues to decelerate even in the end sequence. All UI should fade away in cutscenes.
  
* you shouldn't be allowed to exit a level while you are jumping - this is only important if you consider lives to be an important game concept
+
* More font effects are needed, ie. the active menu entry should wobble, etc.
  
* fireball power isn't very interesting, and makes the game far too simple.  Game could benefit from more powers, and more interesting ones.
+
* Monster generators (objects that constantly spawn new enemies) are missing.
  
* Custom worldmaps are not visible in the Custom Level dialog, should probally have their own menu
+
* Breakable blocks are randomly covered with snow.
  
* Time continues to run in the end sequence, all UI should however fade away in cutscenes
+
* The particles that get thrown after Tux hits a breakable block are poorly drawn (not reacting to gravity, etc.).
  
* highlighted menu entry is hard to figure out in menus with only two entries (ie. its unclear which color is the highlighted one)
+
=== Fixed in Milestone 2 ===
  
* game could need some font effects, active menu entry could woople or so
+
* There is no back/horizontal/vertical scrolling.
  
* enemies should be animate when throw/shoot (rotate around z-axis or so)
+
* The reset points are invisible.
  
* lack of monster-generators (ie. objects that constantly spawn new enemies)
+
== Good Things in Milestone 1 ==
 +
This is a list of things that are good in Milestone 1 (compared to most other games or where we managed to hit our goals).
  
== Fixed in Milestone2 ==
+
* The project was finished in a relatively short time, thanks to few plans and acceptance of compromises and not optimal solutions (for now). This was also boosting developer motivation and activity.
  
* no back/horizontal/vertical scrolling
+
* The graphics in general are very nice and neat and in a uniform cartoonish / hand-drawn style which matches the game nicely. (The game physics and story is cartoonish and childish.)
  
* reset points are invisible
+
* The game has a good soundtrack.
  
= Good Things in Milestone 1 =
+
* The game does not crash and compiles and installs nearly everywhere out of the box because of few dependencies and portable code.
This is a list of things that are good in milestone 1 (compared to most other games or where we managed to hit our goals).
+
 
 +
* The game just works without any additional options/config tweaking (this is true for 90% or more people I think).
 +
 
 +
* The game is similar to old Mario Bros. making it easy to get into it.
 +
 
 +
* The first levels are easy, giving beginners early successes.
 +
 
 +
* Control is direct and straightforward.
 +
 
 +
* The short intro cycle before a level starts is nice providing a relatively smooth transition from worldmap/death to the beginning of a level.
 +
 
 +
* You get some reward for solving the levels by seeing Tux walking into the igloo with TADA music in the background, another form of reward is moving forward on the worldmap, the worldmap is especially nice since you can see the final goal the castle early and can at least a bit the way to it. (You see that after around 20 levels the game will be solved, no wondering if this game has 100 levels and will go forever).
 +
 
 +
* Saving/Loading is automatic and instant, makes the game simpler and not frustrating when the computer crashes or the dog pressed the power button. You can always continue the game where you left it last time.
  
* The project was finished in a relatively short time, thanks to few plans and acceptance of compromises and not optimal solutions (for now). This was also boosting developer motivation and activity.
 
* The graphics in general are very nice and neat and in a uniform cartoonish / hand-drawn style which matches the game nicely. (The game physics and story is cartoonish and childish)
 
* The game has a good soundtrack
 
* The game does not crash and compiles and installs nearly everywhere out of the  box because of few dependencies and portable code
 
* The game just works without any additional options/config tweaking (this is true for 90% or more people I think)
 
* The game is similar to old mario bros making it easy to get into it
 
* The first levels are easy, giving beginners early successes
 
* Control is direct and straightforward
 
* The short Intro Cycle before a level starts is nice providing a relatively smooth transition from worldmap/death to the beginning of a level
 
* You get some reward for solving the levels by seeing tux walking into the igloo with TADA music in the background, another form of reward is moving forward on the worldmap, the worldmap is especially nice since you can see the  final goal the castle early and can at least a bit the way to it. (You see that after ~20 levels the game will be solved, no wondering if this game has 100 levels and will go forever)
 
* Saving/Loading is automatic and instant, makes the game simpler and not frustrating when the computer crashs or the dog pressed the power button. You can always continue the game where you left it last time.
 
 
* The game switches theme from snow to cave levels at some point, and later to a  mixed style (wansti levels vs. grumble levels). This keeps interest in the game and is also a little reward for moving forward in the worldmap.
 
* The game switches theme from snow to cave levels at some point, and later to a  mixed style (wansti levels vs. grumble levels). This keeps interest in the game and is also a little reward for moving forward in the worldmap.
* builtin level editor animates people to play around and create their own levels (this resulted in enough material for 2 bonus islands)
+
 
* A bit of story to provide you with a "reason" to move forward in the game, this also details the character of tux and nolok a bit so that they are a bit more familiar to the player.
+
* Built-in level editor animates people to play around and create their own levels (this resulted in enough material for 2 bonus islands).
 +
 
 +
* A bit of story to provide you with a "reason" to move forward in the game, this also details the character of Tux and Nolok a bit so that they are a bit more familiar to the player.

Revision as of 20:08, 28 December 2005

Bad Things

The following is a list of defects in Milestone 1. These are not bugs, but rather things that are annoying, missing or otherwise out of place and should be changed or fixed in Milestone 2 or later.

  • Bitmap backgrounds look very boring, not only do they not paralax scroll (meaning multiple background layers scrolling at different speeds), but they also simply repeat the tileset that is used for the foreground.
  • Mr Bomb is poorly drawn.
  • Tux lacks a dedicated run animation.
  • The Run sign should be replaced with an information block.
  • The keyboard configuration via the menu is very awkward. It is only navigatable with the mouse (not the keyboard); it's kind of non-intuitive.
  • The black outline surrounding Mr Ice Block looks out of place.
  • The pipes look poorly drawn.
  • The green grass tiles are out of place, and the large one is too large.
  • The tiles are seperated in different files; besides other things, this causes slower load times.
  • The level header information loading process is rather slow (ie. launching the worldmap).
  • Besides the ? blocks, the environment is completly inanimate; this causes the game to be slightly less exciting.
  • In some cases, bumping against a ? block leaves the image in place.
  • One-tile gaps are handled pretty badly.
  •  ?-blocks don't indicate at which side they where bumped - MatzeB: IMO being able to bounce ? blocks from 2 sides to affect direction of the egg was a pointless feature anyway... Grumbel: it was pointless without backscrolling, with backscrolling however I consider it pretty essential, it should simply be a bit more obvious (block jumping/rotating into the direction it was bumped).
  • The goal bars are pointless (a ripoff of Mario World).
  • Worldmaps have basically no alternative paths.
  • There are no fade-outs/ins when you either die or complete a level.
  • While pretty, the snowflakes do not really match the style.
  • The coins are very poorly drawn.
  • The enemy's stay-on-platform option is questionable; it should be indicated by the enemy's color.
  • The ? blocks are badly shaped.
  • Stalactites should shatter via particle effects.
  • The physics of the game are too simple; making the game too easy in many areas.
  • Many enemies do not align properly to the tileset.
  • Many levels are completely pointless/without challenge.
  • Most enemies simply fall into a hole without ever being a danger to Tux.
  • The grey blocks are very poorly drawn.
  • To indicate that Tux entered it, the igloo should raise a flag, etc.
  • There are no half-tiles/unsolid (unstable?) tiles.
  • The invisible blocks have collision; even though they're invisible.
  • The coins and other things should have particle effects or some other animation when they're collected (not just disappear).
  • Many secret areas are poorly made and therefore may look like bugs.
  • The flying snowball enemy needs more animation (moving eyes, smoke coming from an exhaust pipe, etc.).
  • The death animation for the flying snowball enemy is the same as the normal snowball.
  • The music played on the worldmap is out of place.
  • The worldmap is inanimate and lacks water animation.
  • The "excellent" sound sample should be redone.
  • Tux's Fireflower ability (item and shooting fireballs) is poorly drawn.
  • The enemies move too slow (in relation to Tux); make them able to easily dodge Tux.
  • Mr Bomb's explosion should have particle effects.
  • The main menu background should be redone, with a superior AI.
  • Save-game slots should not be limited to five -- "Create Slot", "Copy Slot", and "Delete Slot" buttons would be better.
  • The pause effect should be redone.
  • The starting point (igloo) on the worldmap cannot be entered.
  • Pipes cannot be entered; we thus had no bonus rooms.
  • Clever enemies are missing (ie. the plants which come out of pipes only if Mario isn't standing on that pipe).
  • The menu fade-in effect should be redone.
  • There is no special sound effect that plays when you die.
  • More abilities for Tux are needed.
  • The time continues to decelerate even in the end sequence. All UI should fade away in cutscenes.
  • More font effects are needed, ie. the active menu entry should wobble, etc.
  • Monster generators (objects that constantly spawn new enemies) are missing.
  • Breakable blocks are randomly covered with snow.
  • The particles that get thrown after Tux hits a breakable block are poorly drawn (not reacting to gravity, etc.).

Fixed in Milestone 2

  • There is no back/horizontal/vertical scrolling.
  • The reset points are invisible.

Good Things in Milestone 1

This is a list of things that are good in Milestone 1 (compared to most other games or where we managed to hit our goals).

  • The project was finished in a relatively short time, thanks to few plans and acceptance of compromises and not optimal solutions (for now). This was also boosting developer motivation and activity.
  • The graphics in general are very nice and neat and in a uniform cartoonish / hand-drawn style which matches the game nicely. (The game physics and story is cartoonish and childish.)
  • The game has a good soundtrack.
  • The game does not crash and compiles and installs nearly everywhere out of the box because of few dependencies and portable code.
  • The game just works without any additional options/config tweaking (this is true for 90% or more people I think).
  • The game is similar to old Mario Bros. making it easy to get into it.
  • The first levels are easy, giving beginners early successes.
  • Control is direct and straightforward.
  • The short intro cycle before a level starts is nice providing a relatively smooth transition from worldmap/death to the beginning of a level.
  • You get some reward for solving the levels by seeing Tux walking into the igloo with TADA music in the background, another form of reward is moving forward on the worldmap, the worldmap is especially nice since you can see the final goal the castle early and can at least a bit the way to it. (You see that after around 20 levels the game will be solved, no wondering if this game has 100 levels and will go forever).
  • Saving/Loading is automatic and instant, makes the game simpler and not frustrating when the computer crashes or the dog pressed the power button. You can always continue the game where you left it last time.
  • The game switches theme from snow to cave levels at some point, and later to a mixed style (wansti levels vs. grumble levels). This keeps interest in the game and is also a little reward for moving forward in the worldmap.
  • Built-in level editor animates people to play around and create their own levels (this resulted in enough material for 2 bonus islands).
  • A bit of story to provide you with a "reason" to move forward in the game, this also details the character of Tux and Nolok a bit so that they are a bit more familiar to the player.