This roadmap outlines the planned features and development priorities for Super Tux War.
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Player Movement
- SMW-style physics (walk, run, jump)
- Variable jump height
- Coyote time and jump buffering
- Ice block physics (reduced friction)
-
Level System
- 32×32 tile-based levels
- TileMapLayer support (solid, semisolid, decoration)
- Level thumbnails with auto-generation
- Level info and metadata
-
Combat System
- Head stomp mechanics
- Character death and respawn (2s delay)
- Gravestone spawning
- Score tracking
-
AI System
- NPC controller with pathfinding
- Navigation graph generation
- Jump arc physics simulation
- Multiple CPU character support (up to 7 tested)
-
Character System
- Modular character components (physics, visuals, lifecycle)
- Character selection (Tux, Beasty, Gopher)
- Animation system
- CPU color tinting
-
UI System
- Start menu with character selection
- Level selection
- Pause menu
- Game over scoreboard
- Dev menu (F11/F12 debug tools)
-
Editor Tools
- Level thumbnail baker plugin
- Auto-baking on level save
Status: Planning phase
Planned Items:
- Stompboxes: Breakable boxes that spawn items
- Fish: Speed boost power-up
- Floppies: Collectible items (scoring)
- Sudo: Invincibility power-up
- Throwable hazards: Objects that can be thrown at opponents
- Level-wide stun: Item that stuns all other characters
Technical Requirements:
- Item spawning system
- Item collision and pickup
- Power-up state management
- Throwable object physics
- Visual effects for power-ups
Priority: High
Status: Not started
Sound Effects Needed:
- Jump sound
- Stomp hit sound
- Death sound
- Respawn sound
- Item pickup sound
- Power-up activation sound
- UI interaction sounds
Music Needed:
- Menu music
- Level music (multiple tracks)
- Victory/game over music
Technical Requirements:
- AudioStreamPlayer management
- Sound effect system with pooling
- Music system with crossfading
- Volume controls and settings
- Audio bus configuration
Priority: High
Status: Not started
Features:
- Split-screen support (2-4 players)
- Local input management for multiple controllers
- Camera system for multiple viewports
- Per-player UI elements
Technical Requirements:
- Input device mapping
- Viewport splitting and management
- Character spawning for local players
- Score tracking per player
Priority: Medium
Status: Not started (requires local multiplayer first)
Phase 3a: Peer-to-Peer
- Host/join game system
- P2P networking with Godot's high-level multiplayer API
- Lobby system
- Player synchronization
- Input prediction and lag compensation
Phase 3b: Dedicated Servers (Optional)
- Server browser
- Matchmaking
- Server hosting tools
- Anti-cheat considerations
Technical Requirements:
- Network architecture design
- State synchronization
- Rollback netcode (if needed)
- Connection handling and reconnection
- Network optimization
Priority: Medium
Status: Not started (requires multiplayer)
Currently only Free-for-All Deathmatch exists.
Planned Modes:
- Team Deathmatch: Teams compete for most stomps
- Capture the Flag: Grab the flag and return to base
- Last One Standing: Battle royale style, limited lives
- Collect the Floppies: Gather the most collectibles
- King of the Hill: Control a zone for longest time
- Race Mode: First to reach the goal
Technical Requirements:
- Game mode framework/system
- Team management
- Mode-specific UI
- Win conditions and scoring
- Mode-specific level requirements
Priority: Medium
Status: 2 levels exist, need more
Needs:
- 10-20 levels across multiple worlds
- Themed worlds (ice, desert, forest, castle, etc.)
- Boss arenas (if boss mode is added)
- Community level support/workshop
Level Themes Needed:
- Ice/Snow world
- Desert world
- Forest world
- Castle/Dungeon world
- Tech/Cyber world
- Sky/Cloud world
Priority: Low-Medium
Status: Basic pixel art exists
Needs:
- Particle effects (dust, impact, power-up sparkles)
- Screen shake and juice effects
- Improved character sprites (see CONTRIBUTING.md)
- Animated backgrounds
- Weather effects (rain, snow)
- Lighting effects
Priority: Medium
Status: 3 characters exist (Tux, Beasty, Gopher)
Planned Characters (see CONTRIBUTING.md):
- OpenBSD Fish (Puffy)
- GIMP (Wilber)
- GNU (Gnu)
- Rust (Ferris the crab)
- More open-source mascots
Technical Requirements:
- Character-specific stats/abilities (optional)
- More animations (attack, special moves)
- Character unlock system (optional)
Priority: Low-Medium
Status: Ongoing
Features:
- Better UI/UX design
- Improved menu animations
- Tutorial/how to play
- Settings menu (controls, audio, graphics)
- Key rebinding
- Gamepad support improvements
- Accessibility options
Priority: Low
Status: Basic dev menu exists
Enhancements:
- Level editor improvements
- In-game debug tools
- Performance profiler
- Network testing tools
- Replay system
Priority: Low
Status: Web build works, desktop TBD
Platforms:
- ✅ Web (HTML5) - Working
- 🚧 Linux - Tested locally, needs official builds
- 🚧 Windows - Needs testing
- 🚧 macOS - Needs testing
- ❓ Steam Deck - Future consideration
- ❓ Mobile (Android/iOS) - Low priority, needs UI redesign
These are ideas for the distant future, priority TBD:
- Modding Support: Custom characters, levels, items
- Level Editor In-Game: Built-in level creation tool
- Spectator Mode: Watch matches
- Replays: Save and replay matches
- Statistics: Detailed player stats and achievements
- Seasonal Events: Limited-time modes and cosmetics
- Tournament Mode: Bracket system for competitive play
- Custom Game Rules: Modifiers and mutators
Interested in implementing a feature? Here's how to help:
- Check GitHub Issues: Features may have associated issues
- Discuss First: Open an issue or discussion for major features
- Start Small: Pick smaller tasks if you're new to the codebase
- See CONTRIBUTING.md: For general contribution guidelines
Note: This is a hobby project with no fixed timeline. Features will be completed as contributors have time and interest. The phases are priority-based, not time-based.
Current Focus: Phase 1 (Items) and Phase 2 (Audio)
Last Updated: 2025-11-09
Version: 0.1.0-alpha