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- <title>SuperTux - Milestone 2 Specifications</title>
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- <div style="text-align: center;"><big>SuperTux Milestone 2</big><br>
- <br>
- <div style="text-align: left;"><span style="font-weight: bold;">Spoiler
- Warning:<br>
- </span><small style="font-weight: bold;">This document contains a very
- detailed description about SuperTux milestone 2, including every new
- feature, as well as the full story.</small><span
- style="font-weight: bold;"><small style="font-weight: bold;"> If you
- only want to play SuperTux and you are not interested in the
- development process, you should not read any further, as it will give
- away a lot of surprises; however, if you are involved in developing the
- game, reading this is a requirement.</small><br>
- </span></div>
- <div style="text-align: left;"><small><br>
- <br>
- Worldmap:<br>
- After finishing Antarctica by beating the worlds boss, a cutscene,
- replacing the currently displayed text, will be shown. (For a detailed
- description of cutscenes, see section "Story".) Tux will then advance
- to world 2, the forest island. Its worldmap will be built using the
- same, possibly enhanced, format that Antarctica uses. The worldmap will
- be designed as follows: The island consists of four sections. A light
- friendly looking forest where Tux starts his journey, a ghost forest
- section, and a transition between them; in the center of the island,
- surrounded by the ghost forest is the world's castle, called Dark
- Forest Keep. Levels will be spread throughout the whole island,
- distributed as follows: 50 per cent of the levels are inside the light
- section, 30 per cent inside the haunted section, with one or two levels
- inside the transition area. The remaining 20 per cent will take place
- inside the castle.</small><small><br>
- </small><small>Other than on the Antarctica worldmap, the levels should
- be placed on different paths, so that there is always a choice between
- at least two levels. Exceptions to this (i.e. levels with no
- alternative to choose from) are<br>
- a) the first level,<br>
- b) levels on one path that are in some way connected by story,<br>
- c) the (first) transition to the ghost forest section, and<br>
- d) the castle levels.<br>
- The primary goal of the forest world is to beat the boss at the final
- castle level. In order to get there, Tux needs to collect five keys
- scattered throughout the island which will open the door to the castle.
- Thus, the paths on the worldmap should lead into five dead-ends that
- hold the levels in which the key can be found. The path to the castle
- is accessible from after the first level. However, when Tux tries to
- enter the castle, he can't unlock the door without all five keys.<br>
- </small><small><br>
- <br>
- Levels:<br>
- Unlike Antarctica, forest levels can have variable sizes, both
- horizontally and vertically. In addition to that, levels can have a
- number of different sectors of variable size, connected by doors,
- portals, script events and spawn points. Due to this variability, there
- is no recommended level size anymore; the "perfect size" of a level
- solely depends on its design.<br>
- The three different themes on forest world -light forest, ghost forest
- and castle- are each represented by a matching tileset. All forest
- levels use one of these tilesets; a general rule should be not to mix
- them.<br>
- Levels in the transition area between light and ghost forest, however,
- follow a different design: Those levels will have a light sector and a
- very similar looking ghost forest sector. Throughout the level, Tux will
- need to travel between the sectors to solve puzzles and find his way
- through the level. Transition between the worlds can happen by either<br>
- a) actively walking through a portal,<br>
- b) being beamed into the other world without warning, using invisible
- triggers, or<br>
- c) being caught by special badguys that have the ability to carry you
- over to the other world.<br>
- </small><small>Levels have the ability to autoscroll in all four
- directions. There is no fixed ending sequence like in Antarctica
- anymore; level designers can use scripts to determine the ending
- conditions of a level. These can include picking up an object, killing
- a certain enemy or reaching a certain area.<br>
- </small><small>For more general information on level design, read the
- file "levelguidelines.txt" in the docs directory of the SuperTux
- repository.<br>
- Level events can be automated using scripts in order to create in-game
- cutscenes.<br>
- <br>
- <br>
- Scripting:<br>
- Milestone 2 will feature a scripting system that can be used to
- customize events and objects inside a level. </small><small>Any level
- object and badguy can trigger a script; the language used for them is
- Squirrel. </small><small>Scripts are embedded in a level object
- definition inside the level file, macros can be defined in external
- .nut files. </small><small><br>
- </small><small>They can be used for the following actions:<br>
- -Create cutscenes<br>
- -Customize level objects and powerups<br>
- -Transform a level<br>
- -Manipulate levels by adding or removing objects and
- badguys<br>
- -Finish a level<br>
- </small><small><br>
- <br>
- </small><small>Powerups:<br>
- In Milestone 2 in general, the favored way of enhancing Tux'
- abilities will be through level objects that temporarily grant Tux
- special abilities (see Level Objects section for more details), rather
- than permanent powerups like fire and ice shots. Those will still be
- there, but they'll remain relatively weak, so they don't get in the way
- of level design. An ice shot will be implemented, the fire shot's
- behavior will be improved [need more detail here]. The fire shot gets
- a new ability to burn through specific tiles to reveal paths. These
- paths, however, should contain only bonus items like coins; it must be
- possible to finish a level without needing the fire powerup.<br>
- -Ice shot<br>
- -Fire melts ice, ice freezes water<br>
- -Super Buttjump (timed)<br>
- General idea: More level objects than powerups, they can be placed
- where they are needed.<br>
- Powers like fire must not get in the way of level design<br>
- </small><small><br>
- <br>
- </small><small>Permanent Abilities:<br>
- -Flapping<br>
- -Butt Jump (permanent for big tux)<br>
- Always big Tux in forest world?<br>
- <br>
- <br>
- </small><small>Level Objects:<br>
- -Coin - collect 100 coins to get an extra life.<br>
- -Bonus Block - contains powerups.<br>
- </small><small> -Message Box - a special bonus block
- that contains a message. Implemented as telephones.</small><br>
- <small> -Ambient Sound - plays a looping sound effect
- inside the defined range.<br>
- -Timer - adds a time limit to a level.<br>
- -Particle System - adds background visual effects
- like clouds, snow, and rain.<br>
- </small><small> -Door - respawns Tux at a defined
- spawn point when activated.<br>
- </small><small> -Spawn Point - defines the place
- where Tux appears after walking through a door.<br>
- </small><small> -Bell - When touched, Tux respawns at
- the bell after dying.</small><br>
- <small> -Trampoline - Tux can jump on them for a very
- high jump; can be carried around.<br>
- -Falling Block - solid block that falls down shortly
- after being touched.<br>
- -Powerup - an object that represents a powerup, such
- as egg, flower, star, extra life, or potion.<br>
- -Message Trigger - display a message as soon as Tux
- enters their range. Used to mark secret areas.<br>
- -Sequence Trigger - executes a script on contact.<br>
- -Moving Platform - [still needs to be defined.]<br>
- -Camera Blocker - prevents the camera from scrolling
- into a specific direction. Instantly kill Tux on contact.<br>
- -Carryable Block - Blocks that can be carried around
- and stacked.<br>
- -Bubble Dispenser - Releases bubbles that Tux can
- use to travel upwards.<br>
- -Ice Cube/Straw Block - a block that can be
- destroyed by the fire shot. Appearance depends on the world it's used
- in.<br>
- <br>
- <br>
- Badguys:<br>
- Poison Ivy - Forest equivalent to Mr. Snowball.<br>
- Mr. Tree - Large badguy that walks around slowly.
- Needs to be jumped on twice.<br>
- Mr. Rocket - Shot out of a dispenser and flies
- straight into one direction. Explodes on collision.<br>
- Dispenser - Frequently shoots rockets or drops other
- badguys.<br>
- Zeekling - Flies around straight left or right, and
- straight towards Tux when he gets close.<br>
- other badguy ideas: bird creatures, moles, ghosts<br>
- <br>
- <br>
- Bosses:<br>
- Yeti<br>
- Forest Boss needed!</small><small><br>
- </small><br>
- <br>
- <small>Engine:<br>
- Apart from the code needed to create the game elements mentioned above,
- one goal is to make it easier to add custom content. Though it will not
- go as far as allowing total conversations of the game, it should be
- possible to easily change or add game content like graphics, levels and
- sounds without touching the code. This will be accomplished by using
- the PhysFS library for data handling, as well as adding functions to
- browse the data folders for custom levels, worldmaps and scripts. All
- game data, except music files, will be stored in a .zip archive located
- in the data directory. Additional data paths can be specified using
- command line options.<br>
- OpenGL only.<br>
- <br>
- <br>
- Graphics:<br>
- Tilesets:<br>
- Forest: light green and light brown, rain<br>
- Ghost Forest: dead trees, dark brown, dark green,
- dark grey, Fog, Ghosts<br>
- Castle: add dead flowers and plants on the walls<br>
- Tilable level backgrounds<br>
- Portals<br>
- no more pipes<br>
- <br>
- <br>
- Sound:<br>
- Ambient sounds<br>
- Sounds with added environment effects (echoes, etc.)<br>
- <br>
- <br>
- Music:<br>
- Musical themes will be added for the following events and environments:<br>
- a) Two themes for the light forest world<br>
- b) Two ghost forest themes<br>
- c) One castle theme<br>
- </small><small>d) Boss fight music<br>
- e) Game-Over music<br>
- </small><small>f) Credits theme</small><br>
- <small>There might be different Boss fight and game over themes for
- every world.<br>
- An enhanced version of the main theme will be used.<br>
- <br>
- <br>
- Story:<br>
- More focus on the story<br>
- Cutscenes at beginning and end of every world, maybe one interlude per
- world.<br>
- <br>
- <br>
- Level Editor:<br>
- The in-game editor will be replaced by the external editor Flexlay.
- With the release of milestone 2, Flexlay should support all newly added
- features like new level objects, new badguys, and scripting. Binary
- packages should be available for all platforms that run SuperTux.<br>
- </small></div>
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