Release Critical:
~~~~~~~~~~~~~~~~~
 o Bridger colmap bug
 o default directory when saving a level
 o Solid can be bashed away if a bridge is placed in it

 o Basher bash thru solid object
 o Exits are not drawn at the correct positions in the small map
 o Resource aren't found from time to time, even if they are present
   (probably a memory problem, time for efence I guess)
 o Miner graebt durch solid
 o Add feature flag to list features compiled into pingus
 o You can scroll when you shoudn't be able to scroll (800x600)
 o bottom tiles aren't displayed
 o climber capturing doesn't work
 o Basher doesn't care about solid objects
 o Change the config file syntax
 o groundpiece type (transparent, ...) editable from the editor
 o verbose level sorting
   0. no output at all, only on segfault and exit
   1. Creation of main game components
   2. other important game events
   3. Loading of data
 o Bridger, if in waiting state, can recive another new action
 o Editor doesn't handle entrance direction!!
 o fix themes
 o Position of cap rect doesn't fit for climber
 o miner and basher needs to be slower
 o *.wav not found erros if sound is disabled.
 o test if put_target() works or where it fails (small surfaces?!)
 o basher isn't falling if he goes over a hole in the ground
 o Splashed can be captured.
 o Bombers with unlimited actions turn crazy
 o z_pos handlig im editor braucht nen fix
 o QuickPlay sollte den Level anzeigen, bzw entfernt werden.
 o Jumper harken sich fest
 o glibc2.1 as requirement auf Pingus site

Probably fixed:
~~~~~~~~~~~~~~~
 o Segfault when the quit button is pressed
 o Standard World braucht hoeheren feuer-hintergrund. [anderer hintergrund]
 o Segfaults in CL_MouseCursor...?! [gibt es hwcursor]
 o Mouse Zeiger im Result screen
 o Zerquetschte Pinguine sollten keine Pixel werfen (smasher)
 o Bridger verhacken sich in Waenden
 o Pingus splash even if they are floaters if they were to fast when the
   floater was appied
 o Colmap manipulation for traps, entrances, etc.
 o if level is smaller than screen, no tiles are drawn
 o Sometimes when I make one pingus explode, many others explode.

Wishlist:
~~~~~~~~~
 o Level replay should be possible without reloading
 o Limit liquids to multiples of width, get rid of cliprect stuff
 o Demo Mode/automatisches abspielen von demos 
 o put_target() with alpha channel doesn't work (opace blits)
 o Extrem kleine Maps klappen nicht (overdrawing)
 o ButtonPanel needs to be rewritten/redesigned.
 o Hotkeys fuers Main menu.
 o Wolkenausgang, so dass ne Bruecke zum erreichen benoetigt wird.
 o ClanLibs X11 implementation needs to use X11 events... normal queries
   doesn't work very well... 
 o 'map' might be an reserved keyword
 o cache the level map for a fast restart

Digger  - fixing
Basher  - fixing
Builder - Animation tuning
Blocker - fall throu fixen
Jumper  - Animation?!
Floater - check if killed if falling to height

For 0.3.x
~~~~~~~~~
Rewrite some of the map generation code
Level replays gehen schief
editor, check if file exist before overwriteing it
fixed PgUp/PgDown for zooming
tump nail for level
colmap manipulation for liquid


Important Things:
~~~~~~~~~~~~~~~~~

-= FEATURES =-
* animated/parallax scrolling backgrounds

-= GRAPHIC WORK =-
* Some exits and entrances

-= SOUND WORK =-
* Creating some sound effects

Less Important Things:
~~~~~~~~~~~~~~~~~~~~~~
-= FEATURES =-
* More pingu actions
* Autorepeat actions
* Dynamic linking of PinguAction's
* "Forces" - which push pingus and other mobile objects. eg a fan (a
  la Lemmings 2), and from explosions      
* Implementing Demo recording/playing to the menu    
* Parallax scrolling backgrounds

-= BIG STUFF =-
* "Worms" mode. 


Music:
~~~~~~
having:
~~~~~~~~~
Main Theme - pingus-1.it
Game Over  - pingus-2.it
Snow       - pingus-4.it
Desert     - pingus-9.it

misc:
~~~~~
gd-cancn.it
pingus-3.it
pingus-5.it
pingus-6.it
pingus-7.it
pingus-8.it

needed:
~~~~~~~~
Level complete song


Special Scenarios:
~~~~~~~~~~~~~~~~~~
Star Wars - Escape from the death star.
Vulcan - Run as fast as you can.


Sound Samples:
~~~~~~~~~~~~~~
BANG.WAV      ELECTRIC.WAV  	     README	 THUNK.WAV
CHAIN.WAV     EXPLODE.WAV         SCRAPE.WAV  TING.WAV
CHANGEOP.WAV  FIRE.WAV	      SLICER.WAV  YIPPEE.WAV
CHINK.WAV     GLUG.WAV	          SPLASH.WAV  
CVS/	      LETSGO.WAV      SPLAT.WAV
DIE.WAV       MANTRAP.WAV   OHNO.WAV	     TENTON.WAV
DOOR.WAV      MOUSEPRE.WAV  OING.WAV	     THUD.WAV

 * some splash sound if a Pingu hits the ground to fast
 * some sounds for the different traps (smasher, guillotine,
   teleporter,...) 
 * some "tock, tock" sound, when the briger ran out of bridge stones
 * some sound when a Pingu starts to jump (yipee...?)
 * water splash and lava burn sound
 * electricity
 * level start sound ("lets go", but better something different, we
   don't need to reasamble lemmings)
 * a entrance open door
 * thunder
 * when a pingu starts to tumple, he should meantion that somehow
   (oh, oh...) 
 * some metal-hit-sound when a digger hits solid ground
 * some "slish.."-sound if a pingu looses controll on ice
 * ...




$Date: 2000/07/14 12:18:49 $

-= EOF =-
