Mercurial > rinkhals
view TODO @ 153:065f43e19e09
Damn you invisible chickens\!
author | Simon Cross <hodgestar@gmail.com> |
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date | Thu, 03 Sep 2009 20:58:34 +0000 |
parents | 1cb47e6b8f61 |
children | b2eed9977e35 |
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== TODO == * <Hodgestar> A BuildingFullError can be raised when attempting to hatch eggs in buildings. * <confluence> Muzzle flashes! * <jerith> Our menu isn't friendly and buildings don't show their contents. * <Hodgestar> And we need to add a numerical overlay to show how many chickens are in a building. * <confluence> We should have text images instead of buttons (in the various menus and toolbars). * <confluence> Those cursor changes would also be good. * <jerith> Oh, the building placement stuff. * <Hodgestar> Yes, the cursor changes will help a lot with the animal movement tool. * <Hodgestar> And with building placement. * <Nitwit> And we need to start testing for lose conditions, and set an upper time limit * <Nitwit> 30 days good as a starting limit? * <Hodgestar> Sounds good. What happens when the 30 days are up? * <Hodgestar> Some kind of high-score table? * <jerith> I'm thinking win conditions should be a number of chickens and a cash balance at the end of the level. * <Nitwit> I'm adding a game over state - I was thinking of only a "You lost" or "Score : x" message for tonight * <Nitwit> where score = cash + WEIGHT*chickens, for some value of WEIGHT * <jerith> Maybe make level a fixed number of days -- a fortnight seems a good balance. * <Nitwit> given the current time to hatch chickens, I worry that a fornight is too short * <jerith> How long does it take to hatch chickens? * <jerith> Actually, I'm probably overestimating the amount of work that will go into a day. * <Nitwit> jerith: 2 nights, so a fornight gives at most 7 cycles * <Nitwit> but we can fiddle with values for game balance tomorrow and Friday * <Hodgestar> Maybe score = cash + (chicken sell price)*chickens. * <Hodgestar> I.e. what you would get if you converted all your chickens to cash at the end. * <Hodgestar> jerith says to add (egg sell price)*eggs too. * <jerith> Oh, defensive equipment. * <Hodgestar> There is also an odd bug where buildings fail to open when they're full or close to full. * <tzhau> simchicken! so are there gonna to be chicken processing plants? escaping chickens? * <Hodgestar> tzhau: We could add some sort of self-managing henhouse that sells chickens automatically to make space for hatching eggs. * <Nitwit> Hodgestar: I see the ninja fox screenshot shows we have a chicken counting bug somewhere * <Hodgestar> Nitwit: Is the chicken perhaps inside? Or is the number too low? * <Nitwit> Hodgestar: the number's too low - there are 5 chickens visible, but a count of only tically to make space for hatching eggs.