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0001 KGoldrunner v3.1 - TODO (for KDE 4.1?) 0002 -------------------------------------- 0003 0004 Revised 30 Mar 2009 0005 0006 0007 Done in KDE 4.0 release 0008 ----------------------- 0009 0010 2. Option to repeat last level, with 5 new lives, after "Game Over". 0011 0012 3. Clean up and speed up the themes we ship 0013 Ian Comment: Old KDE 3/2/1 themes have been dropped. KGr now has 6 0014 excellent SVG themes for KDE 4, including new Black-and-White and Egypt 0015 themes. But Geek City especially needs work. 0016 0017 4. Update the documentation, hints and messages. 0018 0019 5. Dialog facelifts. 0020 0021 Done in KDE 4.1 and 4.2 releases 0022 -------------------------------- 0023 0024 3a. Re-organization of resize, re-load, re-render and re-paint. 0025 Use KPixmapCache to speed startup, after the first KGoldrunner session. 0026 0027 7. In-canvas game information (what's now in the status bar): score, level, 0028 number of lives, with a nice font - large and readable ... 0029 Ian Comment: Imo the status bar has become very vanilla in KDE 4 and not 0030 as useful (for KGr) as it was in KDE 2-3. Partly DONE. 0031 0032 15. Sounds. DONE, but sound-quality and simultaneous play not hot (in Phonon). 0033 0034 24. Add the Count game (17 levels), contributed by Steve Mann. 0035 0036 Done in KDE 4.3 release 0037 ----------------------- 0038 0039 9. Major rewrite, mainly of the game-engine and editor ... making possible ... 0040 0041 10. More accurate pause/resume. 0042 0043 12. Record and replay games. 0044 0045 13. Run demos ... especially at startup or as hints for difficult levels. 0046 0047 25. Add Curse of the Mummy game (20 levels), contributed by Steve Mann. 0048 0049 Done in KDE 4.4 release 0050 ----------------------- 0051 0052 26. Add Mazes game (37 levels), contributed by Steve Mann. 0053 0054 27. Improve performance of graphics loading, rendering and cacheing. 0055 0056 Done in KDE 4.5 release 0057 ----------------------- 0058 0059 30. Add Demolition game (20 levels), contributed by Lars Luthman. 0060 0061 Done in KDE 4.6 release 0062 ----------------------- 0063 0064 21. Much more use of KConfig classes, e.g. to remember last game and level. 0065 Partly DONE in KDE 4.0. In KDE 4.6, added save/restore of control-mode 0066 keyboard-mode option and game-speed settings. All done now. 0067 0068 28. In keyboard mode, have an option to stop when a direction key is released. 0069 This should probably be a new mode: Keyboard Arcade v. Keyboard Precision? 0070 0071 Proposed for later KDE releases 0072 ------------------------------- 0073 0074 11. Save and reload at any instant in a game. 0075 0076 14. Hot-new-stuff support for themes and game sets. 0077 0078 18. Integration of the Scavenger game (180 new levels) and its rule-set. This 0079 would also involve allowing different grid dimensions for different games, 0080 as a feature of the new game engine. 0081 0082 19. Better support for beginners, such as graphical cues for false bricks 0083 and hidden ladders, extra messages with "don't tell me this again", etc. 0084 0085 29. Add "solutions" files. Maybe via hot-new-stuff? 0086 0087 To do in post-KDE 4.4 releases: 0088 ------------------------------- 0089 0090 1. Removal of the "game over" dialog. 0091 Luciano Comment: I wanted to use the gamepopup stuff for that instead, 0092 but it's for QGraphicsView, I think, so we'll have to emulate it for the 0093 GameCanvas. I find the dialog to be irritating in the context. 0094 0095 6. Fix the KScoreDialog in libkdegames so that it works well for KGoldrunner, 0096 and write the conversion scripts for the old score files. 0097 Ian Comment: Facelift of old KGr highscore dialog DONE, including 0098 removing a redundant message box and having "-" as default player 0099 name (for Mauricio ;-)). 0100 0101 8. A startup screen, somewhat similar to the Konqueror Help->Introduction page, 0102 with some common actions. This would replace the Quick Start dialog and 0103 fill the central widget during the time the main graphics is loading. 0104 0105 16. Registration of high-scores on the Internet, incl. country of origin. 0106 0107 17. Use of recordings to authenticate Internet high scores. 0108 0109 20. Animations for death of hero and digging (e.g. death ray from enemy 0110 to hero and laser beam from hero to brick). 0111 0112 22. Improve the level editor: rect-fill with a tile type, cut-copy-paste of 0113 tile blocks, undo-redo etc. 0114 0115 23. Provide easy-to-use facilities for players to export/import/email, to each 0116 other, games and levels they have composed (related to 14 above?). 0117 0118 Some ideas for the future: 0119 -------------------------- 0120 0121 A. Design and program extra game objects, such as movable bricks, 0122 water, teleportation exits and aquatic enemies. 0123 0124 Movable bricks would be pushed up or sideways or would fall into 0125 an empty space, to change the maze layout. As with fall-through 0126 bricks, they should look just like ordinary bricks. 0127 0128 With water, the hero could jump in and swim across the surface, at 0129 a slower speed than on land, but the land enemies would not follow 0130 him. If he has to dive below the surface, he can only hold his 0131 breath for a limited time before he dies. 0132 0133 Teleportation exits would be connected in pairs. If you go through 0134 one exit, you reappear at the other and vice-versa. 0135 0136 Aquatic enemies would just make life more difficult for the hero 0137 in the water. Maybe there could be amphibian enemies too. 0138 0139 B. Fancier graphics that are less grid-restricted, e.g. bricks that can 0140 be scissored out of a large, non-repetitive "wall" section, and trim 0141 that can be added to floor elements, ladders and empty space, to give 0142 them a more natural look, such as grass, plants, small trees and 0143 proper tops and bottoms for ladders.