root/trunk/TODO.txt

Revision 215, 2.1 KB (checked in by mg, 6 years ago)

Added credits to the help screen. Reorganized TODO.

  • Property svn:eol-style set to native
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1Features that block the 1.0 release:
2
3- invisible ships on Mac OS X (I think this is fixed now)
4
5Features that would be nice for 1.0, but that I could live without:
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7- some sort of warp-in effect when the ships respawn
8- frag limit: once reached, a player becomes victorious and both players
9  are warped to a new planet system
10- optimize: I'd like it to work reasonably well on 600 MHz machines
11- customizable video features (turn off alpha blending of HUD items or the
12  background image, to speed things up, etc.)
13
14Smaller wishlist items:
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16- when the game is paused, don't keep redrawing the same things every frame
17  (especially in the help screen)
18- say 'Paused' somewhere when you press the Pause key (though I want it not to
19  interfere with screenshots; maybe put it in the title bar if not
20  in fullscreen mode?)
21- preserve aspect ratio for the background image (scale & crop)
22- three modes for debug panels, cycled with F12: no debug; show fps/#objects,
23  show fps/#objects + detailed timings
24- automatically pause the game when you lose window focus
25- use pygame.time.get_ticks() instead of time.time() for timings
26
27Larger wishlist items:
28
29- some music/sound effects
30- nice sprites for the ships (I have code in a branch that draws sprites, but
31  my drawings are ugly)
32- customizable key bindings
33- game recording/playback (this can be a prototype for multiplayer)
34- multiplayer mode
35
36Planned refactorings and cleanups:
37
38- use Rects to simplify a lot of layout code
39- keep track of dirty rectangles; pygame.display.flip() may take more than
40  50 ms on some machines
41- split ui.py into smaller modules (spin off hud.py, viewport.py)
42- unit tests for ai.py
43- refactor ai.py
44- move Vector into a new module vector.py
45- adjust other constants so that I could set Game.DELTA_TIME == 1.0
46- get rid of Game.DELTA_TIME and the dt argument to World.update
47
48Hints for optimization:
49
50- what are those 10 ms spent on "other" outside update/draw/wait?
51- what exactly takes 6 ms to draw outside page flipping and missile trails?
52- when the game is too slow and starts dropping frames, debug timing
53  shows that it still spends 7 to 30 ms idling.  Why?
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