# HG changeset patch # User Neil Muller # Date 1252048798 0 # Node ID 92387848caec976a8b177bbbaa3aec205feb6363 # Parent b400991ccce15144fc660888ef3886adced99539 Some updated notes diff -r b400991ccce1 -r 92387848caec TODO --- a/TODO Thu Sep 03 23:23:45 2009 +0000 +++ b/TODO Fri Sep 04 07:19:58 2009 +0000 @@ -4,6 +4,12 @@ * Muzzle flashes! +* Animations? (Fox catching chicken (with feathers), demolition foxes blowing things up?) + +* Add the demolition fox + +* Finish egg selling + * Our menu isn't friendly and buildings don't show their contents. * And we need to add a numerical overlay to show how many chickens are in a building. @@ -13,6 +19,8 @@ * Oh, the building placement stuff. * Yes, the cursor changes will help a lot with the animal movement tool. * And with building placement. + -- cursors can change, although we need more cursors for the different tools + -- Overlay code for buildings still need * And we need to start testing for lose conditions, and set an upper time limit * 30 days good as a starting limit? @@ -31,9 +39,14 @@ * I.e. what you would get if you converted all your chickens to cash at the end. * 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? + * simchicken! so are there gonna to be chicken processing plants? escaping chickens? * tzhau: We could add some sort of self-managing henhouse that sells chickens automatically to make space for hatching eggs. * Hodgestar: I see the ninja fox screenshot shows we have a chicken counting bug somewhere * Nitwit: Is the chicken perhaps inside? Or is the number too low? - * Hodgestar: the number's too low - there are 5 chickens visible, but a count of only tically to make space for hatching eggs. + * Hodgestar: the number's too low - there are 5 chickens visible, but a count of only 4