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Projects/Games/Arcade Games/KGoldrunner

< Projects | Games | Arcade Games

Contents

  • 1 KGoldrunner v3.1 - TODO (for KDE 4.1?)
    • 1.1 Done in KDE 4.0 release
    • 1.2 Done in KDE 4.1 release
    • 1.3 To do in post-KDE 4.0 releases
    • 1.4 Some ideas for the future

[edit] KGoldrunner v3.1 - TODO (for KDE 4.1?)

Revised 21 Jan 2008


[edit] Done in KDE 4.0 release

2. Option to repeat last level, with 5 new lives, after "Game Over". Ian Comment: ""DONE"".

3. Clean up and speed up the themes we ship Ian Comment: Old KDE 3/2/1 themes have been dropped. KGr now has 6 excellent SVG themes for KDE 4, including new Black-and-White and Egypt themes. But Geek City especially needs work (Eugene?): DONE

4. Update the documentation, hints and messages. Ian Comment: Hints and game data DONE. Doco and *.cpp messages DONE.

5. Dialog facelifts. Ian Comment: DONE.

[edit] Done in KDE 4.1 release

3a. Re-organization of resize, re-load, re-render and re-paint: DONE Need to try using KPixmapCache to speed startup, after the first KGoldrunner session and maybe also the maximize/full-screen/restore sequence. DONE

[edit] To do in post-KDE 4.0 releases

1. Removal of the "game over" dialog. Luciano Comment: I wanted to use the gamepopup stuff for that instead, but it's for QGraphicsView, I think, so we'll have to emulate it for the GameCanvas. I find the dialog to be irritating in the context.

6. Fix the KScoreDialog in libkdegames so that it works well for KGoldrunner, and write the conversion scripts for the old score files. Ian Comment: Facelift of old KGr highscore dialog DONE, including Removing a redundant message box and having "-" as default player name (for Mauricio ;-)).

7. In-canvas game information (what's now in the status bar): score, level, number of lives, with a nice font - large and readable ... Ian Comment: Imo the status bar has become very vanilla in KDE 4 and not as useful (for KGr) as it was in KDE 2-3. PARTIALLY DONE

8. A startup screen, somewhat similar to the Konqueror Help->Introduction page, with some common actions. This would replace the Quick Start dialog and fill the central widget during the time the main graphics is loading.

9. New game-engine ... making possible ...

10. More accurate pause/resume.

11. Save and reload at any instant in a game.

12. Record and replay games.

13. Run demos ... especially at startup or as hints for difficult levels.

14. Hot-new-stuff support for themes and game sets.

15. Sounds. Ian Comment: Our sound man (my son Peter) is ready. He also composed many of the levels in KGr when he was about 13. The price of his work is a copy of KGr working on Apple OS X ... a problem as yet unsolved. PARTIALLY DONE

16. Registration of high-scores on the Internet, incl. country of origin.

17. Use of recordings to authenticate Internet high scores.

18. Integration of the Scavenger game (180 new levels) and its rule-set. This would also involve allowing different grid dimensions for different games, as a feature of the new game engine.

19. Better support for beginners, such as graphical cues for false bricks and hidden ladders, extra messages with "don't tell me this again", etc.

20. Animations for death of hero and digging (e.g. death ray from enemy to hero and laser beam from hero to brick).

21. Much more use of KConfig classes, e.g. to remember last game and level. Ian Comment: Partly DONE in KDE 4.0.

22. Improve the level editor: rect-fill with a tile type, cut-copy-paste of tile blocks, undo-redo etc.

23. Game recording and replay; demo mode

[edit] Some ideas for the future

A. 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.

B. Fancier graphics that are less grid-restricted, e.g. bricks that can be scissored out of a large, non-repetitive "wall" section, and trim that can be added to floor elements, ladders and empty space, to give them a more natural look, such as grass, plants, small trees and proper tops and bottoms for ladders.

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