

Rocks should not be able to kill Tux! Mechanic Ideas Make rocks bounce off of Tux rather than killing him. Convert crystal cave, ghost forest and snowfort tiles to walljumping.Squishy moss and soft snow for walljumping.


Simple bridge/scaffolding unisolid tiles.Miscellaneous other new tilesets for the forest/ghost forest to give it variety and a finished/varied feel.as well as animated things like animals and flags. Could include things like snowmen, flags, crates, bridge improvements, improvement/expansion of the current tiles, etc. Revamp/large extension of the icy island background decals to live up to the new forest stuff.(Gwater and BlasterMaster's tree designs are both great examples of this) A multitude of new forest trees and tree branches to make the forest prettier.Improved forest tiles, bush tiles, forest background tiles, as well as new additional tilesets (such as slime).General - More cloud BGs would be cool.(Alzter: IMO the forest backgrounds are in need of a redo, the current ones seem very flat) Rooted Forest – add a few varying parallax BGs for the normal and ghost forest theme.Maybe use Boss Attack '07 as a boss pinch theme?Īdd new sounds/cutscene speech. Maybe add designated text boxes for characters when they speak instead of using the default info box?Īdd new fights and make the existing ones more interesting.
#Supertux title screen level design update
Update cutscenes with the new story decisions and the new graphics/stuff decided for the characters. Currently able and might be easy to implement. Whenever a secret exit to a bonus level is unlocked, a path appears leading to that level. Some official levels do this and it should be removed, because every level should be beatable without hitting a bonus block. And anyway, would you rather have two amazing levels of the same quality or one crappy level + one amazing level?Īnother problem with current levels is sometimes having to hit bonus blocks to advance in a level. One of the most stupid and awful level design philosophies I have seen (especially since it was used to block level proposals in the past) is to water down the quality of certain levels to make others stand out, and to this I say: No! That is stupid! You're only going to improve with time, so you can always go back and add on more and more and make ultimately all levels better. Also: make them more interesting! Most levels are your run-of-the-mill left to right levels and don't make use of everything available, like most enemies, vertical space, varying directions, multiple paths, autoscrolling, signs, moving tilemaps, unisolids, bricks, multiple paths, those scripting bonus blocks that can be activated by rocks, etc. Update with the new graphics for their assets.

This would make the list of Add-Ons shorter and would clear up which levels are official and which not. Manually downloaded levelpacks would be subfoldered under "Community Levels", while those already in game would be in a own folder named "Add-Ons". The levels of the Add-On menu (Bonus Islands I-IV, Halloween 2014, etc.) should be divided from other contrib levels, which can be downloaded manually or in-game from "Add-Ons". There used to be more here but I deleted it because nothing is final yet. This means improving/revamping the graphics, sound effects, code, story and levels in many areas and adding some new features/mechanics as well. SuperTux 0.7.0 will bring about a completion to the first two worlds so work can begin on World 3. Check our TODO List to see what things are being currently worked on or have been finished. There is a list of stuff that needs to be done, and at the bottom is a list of ideas that could be implemented too. Also, SuperTux uses version numbers instead of milestones now. This document is a work in progress, nothing here is considered even remotely final.
