source: TODO @ 220:b379ec17236b

Last change on this file since 220:b379ec17236b was 220:b379ec17236b, checked in by Simon Cross <hodgestar@…>, 11 years ago

Updating TODO: Cursor sprite layering done. Muzzle flashes done.

File size: 2.2 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* Add invalid cursor sprite
16
17* <Hodgestar> A BuildingFullError can be raised when attempting to hatch eggs in buildings.
18
19* Animations? (Fox catching chicken (with feathers), demolition foxes blowing things up?)
20
21* Add the demolition fox
22
23* <confluence> We should have text images instead of buttons (in the various menus and toolbars).
24
25* <Nitwit> And we need to start testing for lose conditions, and set an upper time limit
26  * <Nitwit> 30 days good as a starting limit?
27  * <Hodgestar> Sounds good. What happens when the 30 days are up?
28  * <Hodgestar> Some kind of high-score table?
29  * <jerith> I'm thinking win conditions should be a number of chickens and a cash balance at the end of the level.
30  * <Nitwit> I'm adding a game over state - I was thinking of only a "You lost" or "Score : x" message for tonight
31  * <Nitwit> where score = cash + WEIGHT*chickens, for some value of WEIGHT
32  * <jerith> Maybe make level a fixed number of days -- a fortnight seems a good balance.
33  * <Nitwit> given the current time to hatch chickens, I worry that a fornight is too short
34  * <jerith> How long does it take to hatch chickens?
35  * <jerith> Actually, I'm probably overestimating the amount of  work that will go into a day.
36  * <Nitwit> jerith: 2 nights, so a fornight gives at most 7 cycles
37  * <Nitwit> but we can fiddle with values for game balance tomorrow and Friday
38  * <Hodgestar> Maybe score = cash + (chicken sell price)*chickens.
39  * <Hodgestar> I.e. what you would get if you converted all your chickens to cash at the end.
40  * <Hodgestar> jerith says to add (egg sell price)*eggs too.
41
42  -- Game over & time limit implemented with final score.
43  -- High score support still needed (pgu.high ?)
44  -- Need to remove current 'd' shortcut
45  -- Should esc take us to a different state than won / lost?
46
47* <tzhau> simchicken! so are there gonna to be chicken processing plants? escaping chickens?
48  * <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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