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TODO file for shooter
=====================

Don't be shy, Feel free to add your own bug reports and wishlists.
If you fixed or implemented something, remember to remove it from
here as well.

*****************************************************************
*** ALL COMMITTERS WILL HAVE THEIR NAME SHOWN IN GAME CREDITS ***
*****************************************************************

(ask garu or kthakore for push rights on the repo)


* MOAR LEVLZ!!!
  So whe can organize them in a progressive order,
  making the game harder and the player experience better.


#################################################################
 ### Refactor Before doing the following features ###
#################################################################

* Refactor spinner.pl
  * methods for handling data should be called in only one place
  * events should be handled in one place (SDL::App switch maybe)
  * state machines for ball and wheel effects
  * velocity should be independent of the FPS
( http://www.lazyfoo.net/SDL_tutorials/lesson32/index.php)
  * drawing should be seperate from game logic
  * handle sound better



* Better speed control
  the ball circles too fast on some machines. We need to make this
  as smooth and regular as possible, otherwise game becomes
  impossible to play.

* Menu option to choose a specific level

* High Score, with a Menu option showing it

* Implement Camera
  - Camera should be flexible for users screens
  - Should follow the ball but not too much ( see zelda scroll )
    - If ball is less then 1/2 the width or height from the center no scroll
    - Start scrolling if getting close to the border
  - http://lazfoo.net/SDL_tutorials/lesson21/index.php

* Make HUD better
  - Show FPS if selected from options
  - Show Level, and Ball Speed
  - Show Mini-Map for bigger levels

* Implement Bounding Walls
  - Levels needs to be able to give level size

* Implement different Wheels. Ideas:

   - gravity wheel => attracts ball; (done! kthakore++)
   - moving wheel => walks through a path;
   - disappearing wheel => blinking, can only be touched when visible;
   - strong wheel => needs to be touched more than once before
                           being disabled;
   - bomb-wheel => once ball connects, it goes dark in 3...2...1,
                           so you have to get out quickly!


* Implement power-ups, to be catched among flight. They would go for a short
  period of time, then everything turns back to normal. Also, while it'd be
  much easier to apply them upon the ball touching it, it might be cooler if
  the fetched item went to a bag, like the bottom bar on Mario 3. The player
  would be able to choose what and when to use each item.

   - something that makes ball really big, so it has more contact surface;
   - something that makes the game move real slow (bullett-time);
   - something that makes the ball have a "laser" pointing it to the
     direction it will go off to;
   
* Implement a big playing area
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