comparison TODO @ 242:23533f3ccd8a

Clean up TODO list.
author Simon Cross <hodgestar@gmail.com>
date Sat, 05 Sep 2009 11:37:03 +0000
parents 1a7000c8211c
children 592bfad67488
comparison
equal deleted inserted replaced
241:1a7000c8211c 242:23533f3ccd8a
6 -- Chicken (too similar to move) 6 -- Chicken (too similar to move)
7 -- Egg (too similar to move) 7 -- Egg (too similar to move)
8 -- Building (too similar to move) 8 -- Building (too similar to move)
9 -- Equipment 9 -- Equipment
10 -- Buy ... 10 -- Buy ...
11 -- Fence
12 -- Helmet 11 -- Helmet
13 -- Kevlar 12 -- Kevlar
14 13
14 * Animations?
15 -- Muzzle flashes done.
16 -- Still need:
17 -- Fox gibbing chicken (with feathers)
18 -- Sapper foxes blowing things up?
19
20 * <Nitwit> And we need to start testing for lose conditions, and set an upper time limit
21 -- High score needs finishing
22 -- Should esc take us to a different state than won / lost?
23 -- Think about length of game (i.e. number of days)
24
25
26 == POST PYWEEK ==
27
15 * Add invalid cursor sprite 28 * Add invalid cursor sprite
16 29
17 * Animations? (Fox catching chicken (with feathers), demolition foxes blowing things up?)
18
19 * <confluence> We should have text images instead of buttons (in the various menus and toolbars). 30 * <confluence> We should have text images instead of buttons (in the various menus and toolbars).
20
21 * <Nitwit> And we need to start testing for lose conditions, and set an upper time limit
22 * <Nitwit> 30 days good as a starting limit?
23 * <Hodgestar> Sounds good. What happens when the 30 days are up?
24 * <Hodgestar> Some kind of high-score table?
25 * <jerith> I'm thinking win conditions should be a number of chickens and a cash balance at the end of the level.
26 * <Nitwit> I'm adding a game over state - I was thinking of only a "You lost" or "Score : x" message for tonight
27 * <Nitwit> where score = cash + WEIGHT*chickens, for some value of WEIGHT
28 * <jerith> Maybe make level a fixed number of days -- a fortnight seems a good balance.
29 * <Nitwit> given the current time to hatch chickens, I worry that a fornight is too short
30 * <jerith> How long does it take to hatch chickens?
31 * <jerith> Actually, I'm probably overestimating the amount of work that will go into a day.
32 * <Nitwit> jerith: 2 nights, so a fornight gives at most 7 cycles
33 * <Nitwit> but we can fiddle with values for game balance tomorrow and Friday
34 * <Hodgestar> Maybe score = cash + (chicken sell price)*chickens.
35 * <Hodgestar> I.e. what you would get if you converted all your chickens to cash at the end.
36 * <Hodgestar> jerith says to add (egg sell price)*eggs too.
37
38 -- Game over & time limit implemented with final score.
39 -- High score support still needed (pgu.high ?)
40 -- Should esc take us to a different state than won / lost?
41
42 * <tzhau> simchicken! so are there gonna to be chicken processing plants? escaping chickens?
43 * <Hodgestar> tzhau: We could add some sort of self-managing henhouse that sells chickens automatically to make space for hatching eggs.