Changeset 242:23533f3ccd8a


Ignore:
Timestamp:
Sep 5, 2009, 11:37:03 AM (11 years ago)
Author:
Simon Cross <hodgestar@…>
Branch:
default
Convert:
svn:b4e93282-eac8-4b8b-b765-0f5d36de2b68@243
Message:

Clean up TODO list.

File:
1 edited

Legend:

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  • TODO

    r241 r242  
    99    -- Equipment
    1010  -- Buy ...
    11     -- Fence
    1211    -- Helmet
    1312    -- Kevlar
    1413
     14* Animations?
     15  -- Muzzle flashes done.
     16  -- Still need:
     17     -- Fox gibbing chicken (with feathers)
     18     -- Sapper foxes blowing things up?
     19
     20* <Nitwit> And we need to start testing for lose conditions, and set an upper time limit
     21  -- High score needs finishing
     22  -- Should esc take us to a different state than won / lost?
     23  -- Think about length of game (i.e. number of days)
     24
     25
     26== POST PYWEEK ==
     27
    1528* Add invalid cursor sprite
    1629
    17 * Animations? (Fox catching chicken (with feathers), demolition foxes blowing things up?)
    18 
    1930* <confluence> We should have text images instead of buttons (in the various menus and toolbars).
    20 
    21 * <Nitwit> And we need to start testing for lose conditions, and set an upper time limit
    22   * <Nitwit> 30 days good as a starting limit?
    23   * <Hodgestar> Sounds good. What happens when the 30 days are up?
    24   * <Hodgestar> Some kind of high-score table?
    25   * <jerith> I'm thinking win conditions should be a number of chickens and a cash balance at the end of the level.
    26   * <Nitwit> I'm adding a game over state - I was thinking of only a "You lost" or "Score : x" message for tonight
    27   * <Nitwit> where score = cash + WEIGHT*chickens, for some value of WEIGHT
    28   * <jerith> Maybe make level a fixed number of days -- a fortnight seems a good balance.
    29   * <Nitwit> given the current time to hatch chickens, I worry that a fornight is too short
    30   * <jerith> How long does it take to hatch chickens?
    31   * <jerith> Actually, I'm probably overestimating the amount of  work that will go into a day.
    32   * <Nitwit> jerith: 2 nights, so a fornight gives at most 7 cycles
    33   * <Nitwit> but we can fiddle with values for game balance tomorrow and Friday
    34   * <Hodgestar> Maybe score = cash + (chicken sell price)*chickens.
    35   * <Hodgestar> I.e. what you would get if you converted all your chickens to cash at the end.
    36   * <Hodgestar> jerith says to add (egg sell price)*eggs too.
    37 
    38   -- Game over & time limit implemented with final score.
    39   -- High score support still needed (pgu.high ?)
    40   -- Should esc take us to a different state than won / lost?
    41 
    42 * <tzhau> simchicken! so are there gonna to be chicken processing plants? escaping chickens?
    43   * <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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