Mercurial > rinkhals
changeset 137:dc7b8527ddab
TODO loosely based on IRC discussion at end of 2 September.
author | Simon Cross <hodgestar@gmail.com> |
---|---|
date | Wed, 02 Sep 2009 22:38:27 +0000 |
parents | 9acf8e3d9596 |
children | 7c88a12cb0b6 |
files | TODO |
diffstat | 1 files changed, 39 insertions(+), 0 deletions(-) [+] |
line wrap: on
line diff
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/TODO Wed Sep 02 22:38:27 2009 +0000 @@ -0,0 +1,39 @@ +== TODO == + +* <confluence> There are sprites for equipped weapons; they just need to be strapped onto the chickens. + * <jerith> I'll do equipped chickens tomorrow. + +* <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.