source: TODO @ 211:f65e4e5b7347

Last change on this file since 211:f65e4e5b7347 was 211:f65e4e5b7347, checked in by Simon Cross <hodgestar@…>, 11 years ago

CIA hook tested.

File size: 2.4 KB
Line 
1== TODO ==
2
3* Still need cursors/sprites for:
4  -- Cut Trees
5  -- Sell ...
6    -- Chicken (too similar to move)
7    -- Egg (too similar to move)
8    -- Building (too similar to move)
9    -- Equipment
10  -- Buy ...
11    -- Fence
12    -- Helmet
13    -- Kevlar
14
15* Fix cursor sprite layering
16
17* Add invalid cursor sprite
18
19* <Hodgestar> A BuildingFullError can be raised when attempting to hatch eggs in buildings.
20
21* <confluence> Muzzle flashes!
22  * Implemented.
23  -- Nitwit is still tracking down a few glitches.
24
25* Animations? (Fox catching chicken (with feathers), demolition foxes blowing things up?)
26
27* Add the demolition fox
28
29* <confluence> We should have text images instead of buttons (in the various menus and toolbars).
30
31* <Nitwit> And we need to start testing for lose conditions, and set an upper time limit
32  * <Nitwit> 30 days good as a starting limit?
33  * <Hodgestar> Sounds good. What happens when the 30 days are up?
34  * <Hodgestar> Some kind of high-score table?
35  * <jerith> I'm thinking win conditions should be a number of chickens and a cash balance at the end of the level.
36  * <Nitwit> I'm adding a game over state - I was thinking of only a "You lost" or "Score : x" message for tonight
37  * <Nitwit> where score = cash + WEIGHT*chickens, for some value of WEIGHT
38  * <jerith> Maybe make level a fixed number of days -- a fortnight seems a good balance.
39  * <Nitwit> given the current time to hatch chickens, I worry that a fornight is too short
40  * <jerith> How long does it take to hatch chickens?
41  * <jerith> Actually, I'm probably overestimating the amount of  work that will go into a day.
42  * <Nitwit> jerith: 2 nights, so a fornight gives at most 7 cycles
43  * <Nitwit> but we can fiddle with values for game balance tomorrow and Friday
44  * <Hodgestar> Maybe score = cash + (chicken sell price)*chickens.
45  * <Hodgestar> I.e. what you would get if you converted all your chickens to cash at the end.
46  * <Hodgestar> jerith says to add (egg sell price)*eggs too.
47
48  -- Game over & time limit implemented with final score.
49  -- High score support still needed (pgu.high ?)
50  -- Need to remove current 'd' shortcut
51  -- Should esc take us to a different state than won / lost?
52
53* <tzhau> simchicken! so are there gonna to be chicken processing plants? escaping chickens?
54  * <Hodgestar> tzhau: We could add some sort of self-managing henhouse that sells chickens automatically to make space for hatching eggs.
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