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[Enigma-cvs] enigma/doc TODO,1.55,1.56
From: |
Daniel Heck <address@hidden> |
Subject: |
[Enigma-cvs] enigma/doc TODO,1.55,1.56 |
Date: |
Wed, 12 Nov 2003 09:17:51 +0000 |
Update of /cvsroot/enigma/enigma/doc
In directory subversions:/tmp/cvs-serv6049/doc
Modified Files:
TODO
Log Message:
Index: TODO
===================================================================
RCS file: /cvsroot/enigma/enigma/doc/TODO,v
retrieving revision 1.55
retrieving revision 1.56
diff -C2 -d -r1.55 -r1.56
*** TODO 28 Oct 2003 13:06:36 -0000 1.55
--- TODO 12 Nov 2003 09:17:49 -0000 1.56
***************
*** 1,5 ****
! BEFORE 0.90
! OXYD IMPORTER
. oxyd: timers
--- 1,5 ----
! * BEFORE 0.90
! * OXYD IMPORTER
. oxyd: timers
***************
*** 10,15 ****
. oxyd: shuffle oxyd stones (not documented so far)
! IMPORTANT
! . edit in-game documentation
. blocker stones appear at beginning of level (peroxyd)
. st-bug
--- 10,16 ----
. oxyd: shuffle oxyd stones (not documented so far)
! * IMPORTANT
!
! . remove in-game documentation (replace by tutorial levels)
. blocker stones appear at beginning of level (peroxyd)
. st-bug
***************
*** 35,46 ****
. "Exit Program" in game menu / on SDL_QUIT
! CRASHES
. Screenshot (F10) crashes enigma in most cases (on P4/2.4)
! LEVELS
. Fix 'Push and Pull' (very easy)
o polish existing levels (easy mode etc.)
! EDITOR
. icon bar
. signal layer
--- 36,54 ----
. "Exit Program" in game menu / on SDL_QUIT
! . Use numeric object IDs internally instead of object names
! (we need this for (a) a data-only level format, and (b) an efficient
! network protocol)
!
! * CRASHES
!
. Screenshot (F10) crashes enigma in most cases (on P4/2.4)
! * LEVELS
!
. Fix 'Push and Pull' (very easy)
o polish existing levels (easy mode etc.)
! * EDITOR
!
. icon bar
. signal layer
***************
*** 52,66 ****
. level attributes (name, author, gravity, ...)
! MISC
! . low detail graphics
. assign priorities to sound effects
? use pnglib directly instead of SDL_image
! GAME
. background behind floors: water/abyss/space/swamp
. use material properties (restitution coefficient, sound) for collisions
. network/internet game (use quake networking code?)
! DISPLAY / GRAPHICS
. models: st-fart
. highlight current item in inventory
--- 60,76 ----
. level attributes (name, author, gravity, ...)
! * MISC
!
. assign priorities to sound effects
? use pnglib directly instead of SDL_image
! * GAME
!
. background behind floors: water/abyss/space/swamp
. use material properties (restitution coefficient, sound) for collisions
. network/internet game (use quake networking code?)
! * DISPLAY / GRAPHICS
!
. models: st-fart
. highlight current item in inventory
***************
*** 69,91 ****
. animation for falling st-wood, st-block
! SPECIAL OBJECTS / ACTORS
. warp tunnels (a la sonic)
o "horse"
. spermbird
! ITEMS
. fix ShogunDot graphics (size=2+3)
. bags
. rubber band
! . cherry
! FLOORS
- STONES
. spitting stone
. flash stone (transfers impulse from one actor to the other)
. "four small marbles"-stone (from oxyd, don't know what it does)
! OPEN QUESTIONS / DUBIOUS IDEAS
? rotating marble
? add simple window manager (for editor?)
--- 79,104 ----
. animation for falling st-wood, st-block
! * SPECIAL OBJECTS / ACTORS
!
. warp tunnels (a la sonic)
o "horse"
. spermbird
! * ITEMS
!
. fix ShogunDot graphics (size=2+3)
. bags
. rubber band
! o cherry
! * FLOORS
!
! * STONES
. spitting stone
. flash stone (transfers impulse from one actor to the other)
. "four small marbles"-stone (from oxyd, don't know what it does)
! * OPEN QUESTIONS / DUBIOUS IDEAS
? rotating marble
? add simple window manager (for editor?)
***************
*** 95,108 ****
? wire
? opengl display
- ? different oxyd stone animations in 8bit mode
? re-implement stippled shadows
? use Object reference counts
? edge radius as parameter for stones
! DONE
! --- before 0.82 ---
x new scheme for level metadata (author, level name, revision,
hints, par time, has easy variant, etc.) [rw]
! x bottles (that make the actor drunk, see esprit)
x "essential" attribute for actors -> restart level if actor dead [rw]
x "essential" hollows -> must be filled with meditation ball to finish level
[rw]
--- 108,125 ----
? wire
? opengl display
? re-implement stippled shadows
? use Object reference counts
? edge radius as parameter for stones
! * DONE
!
! ** --- before 0.82 ---
!
! x (low detail graphics)
! x (different oxyd stone animations in 8bit mode)
! x new graphics for normal/black/white switches [dh]
x new scheme for level metadata (author, level name, revision,
hints, par time, has easy variant, etc.) [rw]
! x bottles (that make the actor drunk, see esprit) [dh]
x "essential" attribute for actors -> restart level if actor dead [rw]
x "essential" hollows -> must be filled with meditation ball to finish level
[rw]
***************
*** 113,117 ****
x smart respawn [rw]
! --- before 0.81 ---
x fix level-restart bug
x display state of coinslots
--- 130,135 ----
x smart respawn [rw]
! ** --- before 0.81 ---
!
x fix level-restart bug
x display state of coinslots
***************
*** 119,125 ****
x dynamite explosions in space don't create abyss
! --- before 0.80 ---
! x move zipios configuration to toplevel [no need to do so]
! x rethink coin implementation [works fine as it is]
x "Slinky Racing" solvable?
x fix door bug
--- 137,144 ----
x dynamite explosions in space don't create abyss
! ** --- before 0.80 ---
!
! x (move zipios configuration to toplevel) no need to do so
! n (rethink coin implementation) works fine as it is
x "Slinky Racing" solvable?
x fix door bug
***************
*** 232,236 ****
x puzzle stones: allow use of pullers
! --- before 0.70 ---
x reorder levels
x fix sound effect volume (explosions in particular)
--- 251,256 ----
x puzzle stones: allow use of pullers
! ** --- before 0.70 ---
!
x reorder levels
x fix sound effect volume (explosions in particular)
***************
*** 243,247 ****
x spatialize sound effects
! --- before 0.60 ---
x redesign level menu
x speed up level loading (profile - where is the bottleneck?)
--- 263,267 ----
x spatialize sound effects
! ** --- before 0.60 ---
x redesign level menu
x speed up level loading (profile - where is the bottleneck?)
***************
*** 304,308 ****
x save configuration file
! --- before 0.50 ---
x models: st-timer
x springs
--- 324,329 ----
x save configuration file
! ** --- before 0.50 ---
!
x models: st-timer
x springs
***************
*** 340,344 ****
x bomb explosions destroy nearby items and the floor underneath
! --- before 0.40 ---
x flavor "c" and "d" oxyd stones (thanks to Johannes Fortmann)
x removed in-game music and the .texi documentation (for now)
--- 361,366 ----
x bomb explosions destroy nearby items and the floor underneath
! ** --- before 0.40 ---
!
x flavor "c" and "d" oxyd stones (thanks to Johannes Fortmann)
x removed in-game music and the .texi documentation (for now)
***************
*** 355,359 ****
x kill actors inside a closing door
! --- before 0.39 ---
x oxyd_shuffle
x polish puzzle stone gfx
--- 377,382 ----
x kill actors inside a closing door
! ** --- before 0.39 ---
!
x oxyd_shuffle
x polish puzzle stone gfx
***************
*** 375,379 ****
x upload CVS snapshot
x let objects create force fields
! --- before 0.38 ---
x there seems to be a subtle bug in the laser code. track down and fix.
x new level: mirrors
--- 398,404 ----
x upload CVS snapshot
x let objects create force fields
!
! ** --- before 0.38 ---
!
x there seems to be a subtle bug in the laser code. track down and fix.
x new level: mirrors
***************
*** 394,398 ****
x puzzle stones
x chameleon stone
! --- before 0.37 ---
x submit project description for savannah
x level preview
--- 419,426 ----
x puzzle stones
x chameleon stone
!
!
! ** --- before 0.37 ---
!
x submit project description for savannah
x level preview
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