Mercurial > rinkhals
view TODO @ 183:2b9176c35397
Move cursor reset to start of night so it also triggers on using 'n' to finish day.
author | Simon Cross <hodgestar@gmail.com> |
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date | Fri, 04 Sep 2009 17:12:12 +0000 |
parents | 92387848caec |
children | 653da96db572 |
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== TODO == * <Hodgestar> A BuildingFullError can be raised when attempting to hatch eggs in buildings. * <confluence> Muzzle flashes! * Animations? (Fox catching chicken (with feathers), demolition foxes blowing things up?) * Add the demolition fox * Finish egg selling * <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. -- cursors can change, although we need more cursors for the different tools -- Overlay code for buildings still need * <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. -- Game over & time limit implemented with final score. -- High score support still needed (pgu.high ?) -- Need to remove current 'd' shortcut -- Should esc take us to a different state than won / lost? * <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 4