Mercurial > rinkhals
view TODO @ 597:017a1ea8f8e0
Screen shot of the start of Last Stand.
author | Simon Cross <hodgestar@gmail.com> |
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date | Sun, 29 Nov 2009 00:02:48 +0000 |
parents | 30a581e63a3a |
children |
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== TODO == == POST PYWEEK == * Add invalid cursor sprite (mostly when placing buildings on trees, etc). * <confluence> We should have text images instead of buttons (in the various menus and toolbars). * Improve Fullscreen mode (on the fly scaling) * Investigate using infinity symbol instead of dash for unlimited mode == ISSUES == Leaking weakref objects bug (reported by tumbleweed): - this is probably http://pygame.motherhamster.org/bugzilla/show_bug.cgi?id=30 == COMMENTS == Farmer's weekly (daily?) -- egg/chicken/fox report thing. (Yay Marc!) 00:40 <@Derakon> And a way to drag-clear trees, drag-sell chickens (or auto-sell naked outdoor chickens). 00:42 <@Derakon> So...much...clicking... ;.; 01:31 < Rhamphoryncus> It seems like, long term, you want to pack hendominiums in with no space around them 01:32 < Rhamphoryncus> As you fill a grid like that you'll still have exposed edges, producing tons of chickens 01:32 <@AnnoDomini> Aren't overflow chickens autokilled, rather the eggs never hatching and being sold? 01:33 <@Derakon> No idea. 01:33 <@AnnoDomini> That's what I read in the instructions. 01:33 < Rhamphoryncus> I thought they were autosold. I may have been confusing with the egg autosell though 01:33 <@AnnoDomini> Eggs autosell if there's no room. Chickens die. 08:37 < Rhamphoryncus> jerith: feature request: automatically switch to an offset breeding schedule. IOW, a henhouse should only do 3/day and a hendemonium should only do 6/day 08:50 < Rhamphoryncus> and if I go and sell an egg in a henhouse/hendominium, is it supposed to take multiple clicks? [ed: He didn't know it was multiple eggs.] And here's me rapid-fire rambling at #ctpug after finishing my first long game. (Unedited.) 20:34 < jerith> Nitwit: Had some ideas while playing just now. 20:34 <&Nitwit> ? 20:35 < jerith> I want a "sell all naked outdoor chickens" button. 20:35 < jerith> And a "sell all superfluous eggs" button. 20:35 < jerith> Also, chickens should hatch into squares at the corners of the henhouses. 20:36 <&Nitwit> We're either going to have to expand the game window, or somehow compress the other menu options 20:37 < superfly> Nitwit: use a smaller font? 20:37 -!- confluence [confluence@atrum-A04B64E5.telkomadsl.co.za] has joined #ctpug 20:37 -!- mode/#ctpug [+ao confluence confluence] by ChanServ 20:37 < jerith> I'd be happy with an "advanced" menu. 20:37 < jerith> Hey confluence. 20:37 <&Nitwit> I've been toying with the idea of unifying the buildings into a "buy building" button and "select building" dialog - that will free up a couple of buttons & give us space to put building prices 20:37 <&confluence> Hello 20:37 < jerith> Also, we need to do a proper toolbar thing. 20:37 < jerith> That will save us space. 20:37 < jerith> Nitwit: That also works. 20:38 <&Nitwit> I don't want to do the same for equipment though, as I find I use those buttons much more often 20:38 < jerith> If possible, I'd like to make the "right click cancels current thing" global. 20:39 < jerith> Oh, there's a cursor display bug when moving chickens into and out of buildings. 20:39 < jerith> Also when deslecting a chicken to move. 20:40 < jerith> Then there are some nice-to-haves. 20:41 < jerith> Generating the gameboard instead of using a template. 20:41 < jerith> Being able to select groups of chickens to work with. 20:41 < jerith> Possibly even customisable ones. 20:41 < jerith> That makes no sense outside my head. 20:42 < jerith> Okay, two things. 20:42 <&Nitwit> I like the idea of being able to have pre-determined maps 20:42 < jerith> Select a group of chickens and say "put these over there". 20:42 < jerith> Also, select a group of chickens and say "these are soldiers, re-equip them every turn if necessary". 20:43 < jerith> So chicken classes, in other words. 20:44 < jerith> If you sell a chicken with eggs, are you supposed to get paid out for the eggs too? 20:44 < jerith> I think I tried it and didn't. 20:44 < jerith> But I could be wrong. 20:45 < jerith> We need some settings -- sound on/off at the least. 20:45 < jerith> Why is resizing things in Windows a problem, by the way? 20:46 < jerith> I seem to be throwing stuff into this channel at an alarming rate. Remind me to look at the logs when I have a moment or three. 20:46 <&Nitwit> jerith: Not getting the money for the eggs probably a bug 20:47 < jerith> Wishlist for buildings: opening a building opens a dialog you can move around with little chicken slots in it. 20:48 < jerith> That'll be hard in pgu, though. 20:49 < jerith> We need some harder foxes. 20:49 < jerith> Maybe foxes that hit harder and/or are tougher. 20:49 < jerith> We can have them triggered by the killed foxes count. 20:49 < jerith> Thus, you get harder baddies as you get better at killing baddies. 20:50 < jerith> Saving and loading games would be great, especially for the longer games. 20:51 < jerith> Also different game scenarios -- one where you start off with lots of money and only a week, but foxes come faster, for example. 20:51 < jerith> And alternate win conditions, as confluence mentioned. 20:52 < jerith> Maybe reachaing a certain cash level. 20:52 < jerith> Also bigger game boards once we can scroll, although that getts difficult in night mode. 20:52 < jerith> Forests should give foxes a stealth bonus.