TO DO ----- general: - drop-in Zip file support (for level and artwork packages) - internationalization / localization support (local language catalogs) - support for different (higher) screen resolutions / resizable window - local multiplayer mode with auto-player-focus - support for playing network games for the SDL version (Windows, Mac OS X) - graphical user interface for playing network games game engine: - more game elements like transporters - change BD style amoeba behaviour from "only in BD-elements-only level" to configurable in the level editor (-> "player blocks amoeba or not") other: - makefile target for installing the game - updated version of the man page - decent documentation in HTML - more levels (that's the point where *you* can help out! :-) ) TEMPORARY NOTES: DC2: ==== Todo: - not-round walls - growing wall: check partly destroyed growing wall (non-steel) - multi-player level: do not end game when first player enters exit - amoeba speed (see tutorial level 15) - fix shield normal/deadly time issue (shield deadly also adds "normal" time!) (see tutorial level 28) - yamyam starts with small pause (R'n'D: immediately starts moving) (see tutorial level 30) Done: - slippery walls (for gems) - destructible and indestructible switches for switchgates and timegates - landmine that can be snapped - growing steel wall - exits that disappear after using - new keys and doors (white key, white door, fake door) - magic wall (pearls, crystals) - slow quicksand (slow: normal => fast quicksand added) other: - end game with tape requester -- do NOT wait for key like in 3.2.3 => done - allow key for confirm requester (like "tape saved!") => done whole screen customization: (as artwork set definitions) -------------------------------------------------------- - different border backgrounds for each screen (but at least menu <-> game) - free game panel dimensions, especially: * different playfield dimensions + 17x17 (RND) + 20x12 (EM) + 19x14 (DC) + 20x11 (SP) * EM/DC style status line - door requester done differently (envelope style, scrolled in from right, ...) - if not 17x17, fade whole screen between menu and game !!! EM: !!! =========== - adjust graphics and sounds for new EM style doors and other new EM elements! - add GIC switch to explicitly use the EM style graphics engine !!! BUGS REVEALED BY ALAN'S "windows": !!! ========================================== bugs & inspirations: - 100% CPU in game even when not moving (unneeded permanent mask redraw) => argh! it IS needed -- at least the player is redrawn every frame... :-/ - fading out from main menu to game with game mask => fixed - reverse font in editor (probably not a bug -- check this) => todo - tell Alan how to use (define) an UPPER/lower enabled font!!! (see editor) => todo - check preview.tilesize in 3.2.3 => seems to be OK - check possibility of PNG mask with alpha channel for game mask! (-> RoX!) => R'n'D 6.0.0 ;-)