summaryrefslogtreecommitdiffstats
path: root/kgoldrunner/TODO
diff options
context:
space:
mode:
authortoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
committertoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
commitc90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch)
tree6d8391395bce9eaea4ad78958617edb20c6a7573 /kgoldrunner/TODO
downloadtdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz
tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923 git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'kgoldrunner/TODO')
-rw-r--r--kgoldrunner/TODO34
1 files changed, 34 insertions, 0 deletions
diff --git a/kgoldrunner/TODO b/kgoldrunner/TODO
new file mode 100644
index 00000000..e9c961e9
--- /dev/null
+++ b/kgoldrunner/TODO
@@ -0,0 +1,34 @@
+KGoldrunner v2.0 - TODO
+-----------------------
+
+Some ideas for the future:-
+
+ 1. Port KGoldrunner to other O/S's, such as MS Windows and Mac.
+ Although KGoldrunner v2.0, as released with the KDE desktop, is
+ a KDE-based application and is not portable, KGoldrunner v2.0-qt,
+ as configured for Qt 3.x library and compiled with -DKGR_PORTABLE,
+ has very small dependence on the KDE desktop (i.e. locations of
+ directories only). Because Qt 3 is intended to be portable to
+ MS Windows and Mac, so should KGoldrunner v2.0-qt be. However Qt
+ development licences are NOT free on non-UNIX type O/S's.
+
+ 2. Add sounds for hero actions such as falling, collecting a nugget,
+ getting killed and completing a level.
+
+ 3. Design and program extra game objects, such as movable bricks,
+ water, teleportation exits and aquatic enemies.
+
+ Movable bricks would be pushed up or sideways or would fall into
+ an empty space, to change the maze layout. As with fall-through
+ bricks, they should look just like ordinary bricks.
+
+ With water, the hero could jump in and swim across the surface, at
+ a slower speed than on land, but the land enemies would not follow
+ him. If he has to dive below the surface, he can only hold his
+ breath for a limited time before he dies.
+
+ Teleportation exits would be connected in pairs. If you go through
+ one exit, you reappear at the other and vice-versa.
+
+ Aquatic enemies would just make life more difficult for the hero
+ in the water. Maybe there could be amphibian enemies too.