This is a more detailed todo list. For an overview over the main new features, please look at the Milestones page. If you want to work on any of these items, please contact us, so that we don't have several people working on the same thing.

Contents

Programming

Small and easy tasks

Ideal for people who want to start working on STK.

  • Give their own implementation/header files to classes which share the same file for their headers/implementations. There are a few files left which don't do that (e.g. kart which includes kartParticleSystem ... which isn't actually used atm).
  • Check all the sgNormalize*/sgNormalise* calls, and protect against normalizing values that have all their members equal to 0, because this causes the result to be NAN.
  • Replace all sg* data structures with bullet equivalents. E.g. replace sgVec3 with btVector3, and sgLengthVec3(X) with X.length() etc. Coordinates (sgCoord) must be replaced with two btVector3 (or perhaps a new object). Only rotations are a bit difficult to handle, since bullet uses quaternions (e.g. a native conversion of a 180 degree heading rotation can end up with a 180 degree pitch and roll rotation, and 0 degree heading - which is mathematically correct, but not what we need). Joerg is working on fixing the rotations, but any help with the majority of sg* data structures is appreciated.

General

  • Implement force feedback for joysticks.--Coz 00:56, 26 March 2008 (PDT)
  • Support different SDL version: pre 1.3 versions of SDL have SDL_types.h, but this is deprecated, and SDL_stdinc.h should be used. We should either print a warning (and still use SDL_types.h for now), or even set a define, so that we can #ifdef for both versions.
  • Add tests, e.g. it could be tested if the 'fall through track' bug is indeed fixed
  • Add a small message in the main menu screen that describes STK's open source nature and copyright.

Game play

  • High scores should be shared between different users on a machine, e.g. /var/games
    • There are some problems with this approach (e.g. access to highscore files must be locked), but it is currently being discussed - hiker
  • Add a tutorial
    • Work in progress.
  • Add an emergency signal indicating that your kart is followed by an homing missile
    • hiker: There is already a 'ping' sound when this happens - do we need more??
    • Canarix: I usually play with no sound, so I never remarked it!
    • Coz: I think this needs more discussion(not that it is a bad idea). We can't simply add gameplay features and expect the game to be consistent. Probably should have been posted in the game design ideas page or be discussed in the mailing list before putting it here.
  • Add bubble gum, which can be dropped on the floor and stops/slow downs karts for a while. It wouldn't move, and could be used to block access to collectables (perhaps the bubble gum wouldn't even disappear once it is hit, it would instead gradually wear down, i.e. reducing the effect on the kart). --Hiker 20:17, 22 November 2007 (PST)
  • Save challenges results in highscore lists. People could win different medals (or trophies), depending on how well they are doing. This would need an improved challenge menu, since it can currently only display a very limited number of challenges.
  • Missile behaviour could be improved, they don't look too convincing atm.

Graphics

  • Make the wheels of the karts separate objects/models. This would simplify loading the karts (no need to search for the wheel objects in the tree), simplifies the move to irrlicht, and might even increase the performance (by allowing larger display lists to be build).
  • Port to irrlicht

Physics

  • Add skidmarks (this depends on skidding above - the code for skidmarks is actually already in the sources, but doesn't work properly. E.g. skid marks can be in the air, ...)
  • Improve handling of gravity (i.e. make it impossible to go up some of the steep walls).
    • This will probably be fixed once we give better friction values to the walls.
    • That might already work as expected in bullet, but I'll have to check --hiker 03:01, 30 July 2007 (CEST)-- hiker
  • Make the characters have different characteristics.
    • Suggestions for this are already in, but a lot of playtesting is needed once we have the new physics up and running. --Hiker 19:52, 20 November 2007 (PST)
    • Additionally, the AI would have to be aware of the differences between the karts as well.

Sound/Music

  • Add 3D-positions to sound effects
  • Add engine noise. Changing pitch can be used depending on the speed of the kart (and perhaps the gear).
  • Add skidding sfx

Multiplayer

Track Editor

  • Currently, [blender http://www.blender.org] is used to create the tracks (or any other 3d modelling software, as long as the model can be converted to ac3d format). It would be nice to have at least a simple 2d interface which would allow people to design the track, perhaps supply a height map or so, and export something which can then be finished in blender (or wherever). While we currently have no plans of writing a track editor (since we have barely enough time for STK :) ), we would welcome anybody starting to work on this! If you are interested, please contact us, so that we can discuss the design.

3D Visual Art

  • Beachtrack: It is possible to see through the track in front of the waterfall, when looking from away - the collectable is then apparently floating in the air, and any karts driving on that part appear to be flying. And the right side of the waterfall is actually flowing down. Only the last bit needs to be checked, everything else is done. --Hiker 20:02, 7 May 2008 (PDT)
  • From the bug tracker: In some levels, walls are made up of flat polygons with textures that have alpha channels. Back face culling should be disabled, or double sided textures should be used, or something, because seeing through a fence on one side shouldn't render the fence invisible from the other. Definitely noticeable in BSODs Battlements (in the cages, can see out of cage, and not see the wires on the walls of the track, further down), Gowns Bow (just look at the fences from the other side, or the underside of the track), and, less noticeably, sub sea.
    • While gowns bow is gone, we have similar issues in the Star Track. Things might change with irrlicht, not sure - but are probably worth fixing anyway. --Hiker 20:36, 11 May 2008 (PDT)
  • Improve the current karts quality (for example the Yeti character)
    • Depending on performance impact: we might add a 'high quality' option in the menu, so that people with a lower end computer can use the lower quality karts.
  • Add more karts
  • Add more tracks - very many more tracks.

Sound Effects/Music

  • We need SFXs for engine noise and skidding; and some of the current effects could be better (e.g. kart-kart collision).

Last modified July 30, 2008 6:13 pm / Skin by Kevin Hughes, modified for STK. SourceForge.net Logo