
  For 0.4.2:

	* Should be able to skip the death explosion sequence,
	  if there are more ships! Maybe an option to remove
	  it (and other effects) altogether?

	* Rocks should explode if being hit by 255 player
	  bolts in Classic Mode!

	* Select joystic patch!

	* Optional mouse capture! (Only when playing!)

	* Sort the video modes!

  For 0.4.3:

	* Pause mode should not consume CPU or GPU power,
	  at least not if the window is passive.

	* Noise fx glitches in some resolutions.

	* Indirectly changing the video mode (by changing one
	  of the "Show" options) will not trigger a video
	  restart.

	* Explosions are too reddish!

	* Explosion styles don't mix.

	* "Center Playfield" (as opposed to "center framework")
	  video option

	* Default/Changed status indicators in the options!

	* Death sequence UI timing should not be governed by
	  game logic time! Throw in a "state time" feature in
	  the gamestate manager or something. Or perhaps just
	  switch to a fixed logic frame rate when not
	  actually in-game? (It does actually make sense to
	  scale in-game effects with game speed!)

	* Separate highscores for different skills!

	* Dedicated menu sounds!

	* Quicker menu navigation with PgUp/Dn, Home, End etc.

	* Sharp "klang" damage sound!

	* Eliminate the last few sampled sounds!

	* Non-linear audio output for high+ volume boost!

	* Nicer starfield background. Pre-rendered Wu-pixels...?


  Internals & bugs:

	* Try to create a scoredir if missing!

	* Downscaling (sub 320x240) breaks the radar and
	  causes various other issues.

	* glSDL and EEL should output errors to the logger.

	* SIGSTOP kills the main thread... SDL/AMD64 bug...? 

	* SIGSTOP/SIGCONT seems to confuse the game logic.
	  (Already fixed...?)

	* RNG broken? (It seems to generate "funny" data
	  at times...)

	* SDL_GetAppState()! (Fixed...?)

	* Switch to PhysicsFS!?

	* WAV writer? (Just for "cache sounds on disk.")

	* Use EEL for graphics loading and processing?

	* Don't overwrite other windows when refreshing the
	  in-game framework.

	* Convert text files to Win32 format in the Win32
	  install target!

	* What actually happens when starting a new MIDI
	  without manually stopping the playing MIDI? Either
	  the MIDI player isn't stopped at all, or the patch
	  plugins aren't allowed to clean up and release their
	  voices...

	* Add source info to "key" codes, to tell joystick
	  input from keyboard and the like, when desired.

	* Use custom keyboard repeat code. Should be used
	  for joystick events as well.

	* Show a system dialog of some sort, instead of
	  printing to stderr. (Critical errors only.)

	* How to detect double buffering without h/w
	  pageflipping? Breaks some stuff if it can't be
	  detected. The main issue is with OpenGL, as we
	  can't just check if "real" pageflipping or
	  back->front blitting is used. We *could* try
	  glReadPixels(), though...

	* Multiple keys and buttons bound to the same
	  function results in up/down state confusion; if
	  you release one of the keys, the "target" gets a
	  release event, despite other keys with the same
	  target being held down.

	* Range checking on command line args and config.

	* Remove either gamecontrol or gsm event pushing
	  calls from skobo_gfxengine_t::frame(). Don't know
	  which one, but it can't be right the way it is
	  now...

	* Rearrange the source tree so that all source is
	  in an src subdir.

	* Put README, COPYING etc in binary distros. (Done
	  for Win32 "simple bundles".)

	* Add CRC or simple "checksum" to score files, to
	  prevent too easy modification. You must at least
	  download the game source and hack it if you
	  *really* want to cheat! ;-)


  Features:

	* Proper start-of-map savegames!

	* Instructions! (In the radar window...?)

	* Input configurator!!!

	* Game statistics!

	* Adrenaline Mode:
		* Health/damage accounting
		* Powerups
		* Indestructible labyrinths
		* N bases or objects to destroy
		* Loads of aggressive enemies
		* "Forced speedrun" style gameplay

	* Update the demo songs. (Some sounds became too
	  soft after adding envelopes; FX send levels and
	  routing is screwed up etc...)

	* Throw in some *real* music. (The demo songs don't
	  really have anything to do with Kobo Deluxe. I
	  was basically just testing things when developing
	  the audio engine.)

	* Implement "world snapshot" feature, to use for
	  save game option, as well as internal temporary
	  save game for changing video options in the
	  middle of the game and the like. Needs to save
	  score, lives etc, the current map, all objects,
	  random number seed etc.

	* Implement multiplayer modes. (Deathmatch and
	  Cooperative, for starters.)

	* Separate personal and global highscores. Where
	  applicable, one could keep score for player/user,
	  system local, local network and the internet,
	  and/or maybe some kind user defined groups.

	* New "Instructions" solution. (New state...?)

	* "Sloppy Refresh" hack to improve frame rate for
	  sprites and base tiles, while reducing it for
	  the starry background tiles.

	* On targets with sync'ed flips, accept "close
	  enough" refresh rates as time base, so that the
	  video frame rate becomes an integer multiple of
	  the engine frame rate. (Smoother scrolling.)

	* Add native OpenGL support with sub-pixel accurate
	  rendering for ultra smooth animation.


  Gameplay:

	* Elite and God modes should make enemies smarter
	  (aim-ahead, at least). We want "tough" - not
	  "stupid fast"!

	* Health is restored when entering a new stage. Bug
	  or feature? (Doesn't affect classic single player.)

	* Use common reactor temp instead of front/rear temps?

	* Acoustic warning when cannons are about to overheat.

	* "Smooth chase" scroll in non Classic modes? Maybe
	  even filtered player movement?

	* Fire to push rocks around?

	* Instant restart button? (Shouldn't really be needed
	  if the "impossible base" bugs are fixed...)

	* Import some extra maps from xkobo-1.11+w01?

	* Radar markings for death + respawn points when
	  getting killed?

	* "Milking" cores that fire enemies is a potential
	  way of cheating for a higher score. Throw in an
	  enemy_m* after some time as assassin to prevent
	  this? (How to detect whether the player is doing
	  something "sensible" or not...?)

	  Trick suggested a nice and simple solution: Just
	  lower the "price tag" on enemies spawned from
	  nodes over time. No effect on gameplay, but if
	  you fly around shooting defenseless enemies for
	  too long, they'll eventually stop counting
	  towards your score. The only remaining problem
	  is figuring out when to start decreasing enemy
	  scores, and how fast.

	* I just faced a very nasty station on one of the
	  first levels. Is it really a good idea to allow
	  stations where you must fly into the base, taking
	  two or three corners, to be able to shoot at the
	  core? The station generator might need some
	  tweaks... ("Don't put HARD ends on very long pipes
	  on the easy levels." :-)


  Web site and other stuff:

	* Find binary packages and maintainers!

	* Links to unrelated games sites.

	* Write a design paper!
