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Milestone 2 Design Document/Tasks

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Milestone 2 Design Document

Task List

Bug List/Feature Requests

  • when BigTux ducks, the camera moves/jumps, but should stand still (fixed, MatzeB)
  • InfoBox crashes when Text doesn't start with a marker character
  • there should be an script command to change the game speed (i.e. run in slowmotion)
  • background graphics glitch at non-800x600 resolutions (black line where background tiles), reason for this is that background gets copied to a 1024x1024 texture with a black border, at non 800x600 resolutions the right edge becomes blended with this black border, need to add 1px border around the texture to fix this blending bug (alternative: use GL_NEAREST instead of GL_LINEAR)
  • Tux isn't animated when he dies (caused by "grow-right" and then "gameover" being set over and over again, so framecount is always 0) - sik0fewl
  • Editor: sort (new) layers by z-value
  • Editor: show tile attributes in editor, especially for non-solid and unisolid there is often a very similar solid tile. Either add special editor-images for unisolid, some overlay icon for the tile selector or at least a hint in the status bar.

Tasks for the next two weeks

Week 1

  • finish canon graphics, also snowball graphics, death, etc (Grumbel)
  • create ice-spikes graphics (Grumbel)
  • create ice-tiles graphics (Grumbel)
  • create angry ice-block graphics (Grumbel)
  • bring back single-sprite SuperTux (done)
  • create an overview over the current levels (Grumbel)
  • finish editor improvements (MatzeB)
  • try to fix white-lines around graphics problems (MatzeB)
  • jump with keyboard up (done, WolfgangB)

Week 2

  • repair jump Tux sprite (to dark black) (Grumbel)
  • butt jump animation (Grumbel)
  • backflip animation (Grumbel)
  • snowman graphics (Grumbel)
  • figure out a Jumpy replacement (Grumbel)
  • create SuperTux .xo Activity for OLPC (Grumbel)
  • some decore for ice tiles, cracks and stuff (Grumbel)
  • replace "you found a secret area" with a special sound (Wansti)
  • rename trunk/supertux-sharp to trunk/supertux-editor to make it clear that it is the primary editor (MatzeB)
  • Stay-on-platform snowball (done, WolfgangB)
  • snowball-launcher (done. WolfgangB)

Week 3

  • create proper background tiles for level22
  • create some playable test levels for new stuff
    • Anything in particular? - sik0fewl 20:07, 15 June 2008 (UTC)
  • create mountain and night background
  • replace old bomb with new bomb sprite
  • create an enemy type that doesn't just walk straight into one direction, but does something different depending on Tux direction (ninja)
    • Is this a dupe of the Crystallo proposal for week 4? - sik0fewl 19:58, 15 May 2008 (UTC)
  • integrate snowjumpy
  • finish icecrusher graphics
  • add some acceleration/deceleration to flying snowball

Week 4

  • deep snow tiles
  • icicle graphics for decoration purpose
  • editor doesn't align canon and icecrusher properly (grid is wrong)
  • new enemy type with more interesting walking pattern (follows Tux as long as Tux doesn't look, walks forward and backward, etc.), see Crystallo for a possible sprite
  • use pink snowball for stay on platform, use normal snowball for straight forward walk

Week 5

  • add a "scan for joysticks" to the "No Joysticks found" in "Setup Joystick" to allow hotplugging (done, WolfgangB)
  • remove pictures from credits, looks to uneven that way
Really? I like the pictures. --WolfgangB 19:00, 29 April 2008 (UTC)
  • animate minibomb

Week 6

  • paint tutorial boards for grabbing, backflip and run-jump
  • add gamma control to the option menu, see: int SDL_SetGamma (float redgamma, float greengamma, float bluegamma);
  • peeking should work in in both X and Y at the same time (for use with second analog stick on todays gamepads) (done, WolfgangB)
  • add an cmd option --default and/or a menu entry "Reset to Default" to reset any changes to resolution or aspect ratio (or something along those lines) (cmd done, WolfgangB)

Week 7

  • add a set_gamespeed() so that the game can run in slow motion for debugging [done]
  • Malformed UTF-8 sequences should not be handled as fatal error, just insert '?' instead (happens with German translation) (fixed? MatzeB)
  • SuperTux should stand on the ground when a level starts, not fall down
  • level startup needs a fade-in, so does game startup, level abort and a few other places
  • the menu should shrink instead of just disappear - sik0fewl
  • make aspect ration option menu thing work
  • draw a bigger arrow for when Tux is jumping out of the screen
  • add SuperTux idle animations (stage1: blinking with the eye, stage2: tipping with the food, stage3: scratching the head)
    • I've added the code for idle animations, we just need the graphics now. The blinking animation already exists, but it needs some tweaking - sik0fewl 06:25, 16 June 2008 (UTC)
  • think of a new way to represent the exit area (snow molted with smooth ground below or so)
  • peeking up/down keys seem to be unbound by default
  • merge AngryStone and Icecrusher, both do the same thing, just with different graphics (actually they don't, maybe they should?)
  • peeking should stick instead of jumping back or jumping back should be limited to normal range that the camera can do
  • save screenshots in png instead of bmp

Week 8

  • add all fade-in/out effects to DisplayEffect
  • fix editor so that it works without a mouse wheel
  • fix default peek keybindings, seem to be wrong
  • add a way to enable the console from within the game
  • fix console command set_game_speed() so that it doesn't slow down the console
  • document the behaviour of all badguys to be used in Milestone2 along with how they interact with each other
  • add turn-around animation for smart-snowball
  • fix and cleanup all the enemy names
  • add 'recent files' to level editor
  • when Tux dies he can fly behind blocks instead of in front of them, drawing order bug
  • add sprite scaling and rotation
  • fix/add/cleanup menu entry names and descriptions to be better understandable - [done, but should probably be reviewed before release]
  • need to properly auto-detect and set aspect ratio on games first startup (i.e. on a 1280x1024 screen aspect must be set to 5:4, not 4:3)
  • option menu entries are currently not in sync with gameconfig
  • add scale-with-window option to magnification or something like that
  • properly GPL'ify the supertux-editor (COPYING file, GPL headers, etc.)
  • add PNG support for screenshots, BMP support currently broken
    • What's wrong with BMP support? It seems to work for me - sik0fewl 06:11, 13 June 2008 (UTC)

Week 9

  • make left/right change an option in the menu, let enter apply it (needed for fullscreen)
  • bug: can't walk left and jump while pressing ctrl, when going right the same works, might be keyboard specific (Microsoft Natural Ergonomic Keyboard 4000 USB suffers from it, on the same PC a PS/2 keyboard works, maybe kernel driver bug), capslock is bound to ctrl and ctrl is bound as action key, using space for action works as workaround (Grumbel)
  • can't run while carrying an object, but should be able to
No, that is on purpose: Tux can't run when carrying heavy objects. So you can control where the player can not bring eg. the trampoline without a artificial "no stuff behind this line" object. Any reason why Tux should be able to run when lugging objects almost as big as himself? --WolfgangB 01:22, 25 May 2008 (UTC))
With *large* objects I might agree, but an Iceblock or any other 32x32 one isn't a large object, it just robs the gameplay from dynamic. -- Grumbel 17:13, 28 May 2008 (UTC)
  • bomb can't be carried, but should be able to - sik0fewl
  • at large resolutions frame rate starts to sucks, but CPU usage continues to stay very low, is that a artifact of GPU use or something wrong with our timing/frameskipping code?
  • camera vertical scroll doesn't work properly in a small window (i.e. it doesn't move at all)

Week 10

  • aspect ratio init code (Grumbel)
  • make F10 toggle print-fps - sik0fewl
  • think about peeking in relation to large screen size

Enemy Issues

  • General: Get rid of bouncing snowballs killing normal snowballs and other unintended behaviour
  • General: Get rid of enemies stacking on top of each other
  • General: Have particle throwing starting enemies (fireflower like)
  • General: Do something about the walking speed, feels wrong at the moment, maybe a bit slower
  • Spiky: Shouldn't alway sleep, either make it an option or better make a new enemy type for sleeping behaviour (Thats already done that way, there is Spiky and Sleeping Spiky).
  • Spiky: Walkcycle animation looks broken, there is a frame missing
  • Snowball(normal): Animation ruined
  • Snowball(stay-on-platfrom): Replace with female snowball graphic
  • Bomb: Roll back to behavior of Milestone1, get rid of particle effects
  • Bomb: Replace graphic with new bomb graphic
  • Bomb(normal): let the fuse burn after one touched it
  • Bomb(crazy): new bomb type (crazy pink bomb) that runs around after being touched
  • Flying Snowball: Add acceleration/deceleration instead of linear up and down
  • Flying Snowball: smoke effect for the motor seem to be to seldomly triggered
  • Icecrusher: gravitation instead of linear, facial expression, maybe screenshacking
  • Icecrusher(big): add a larger version of the icecrusher, twice the size
  • Iceblock: transparency looks shit on dark backgrounds, Wiki had a better locking version floating around
  • AngryBonusBlock: Have a bonus block type that comes to live when tux jumps against it and then chases Tux
Break the "only good stuff from bonus blocks" and "same look same behaviour" rules? --WolfgangB 01:27, 25 May 2008 (UTC)
  • FlyingSnowball: Remove randomness, should be periodic and predictable