Mercurial > rinkhals
comparison TODO @ 242:23533f3ccd8a
Clean up TODO list.
author | Simon Cross <hodgestar@gmail.com> |
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date | Sat, 05 Sep 2009 11:37:03 +0000 |
parents | 1a7000c8211c |
children | 592bfad67488 |
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241:1a7000c8211c | 242:23533f3ccd8a |
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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. |