Wednesday, November 23, 2011

Bug/Feature post 2

Old items in the list are written with normal text like this.
Fixed bugs or done features will be crossed out like this.
New bugs/features are bold like this.
New bugs/features that were fixed before posting them are bold and crossed out like this.

Bugs to fix:

  • Change "hunger" on screen to something like "satiation"
  • Reset midscreenx and y variables to new evolution's animation
  • show an animation when pet levels up to inform user of said event
  • All animations are not resetting their animation for the next time they are called even when told to update frame by frame. (ie:  food, all emotes from pets especially noticable is eating).
  • Add sound for when user can't afford an item in the shop -- possibly also a non-sound alert.
  • Replace any System.out.println's that user needs to know with MsgBox alerts.
  • Possible loading bug -- make sure pet doesn't evolve during absence.
  • Scale game with different resolutions (this will be a pain...)
  • Take in consideration timezone changes, DST, and user changing time.
  • correct the time until the next unhappy event when sickness is cured.
  • limit total food that can be carried to 99.
  • use font.drawstring to draw the words Name, Type, and Age to the main screen
  • add red cursor over the currently selected shop item
  • perfect the Event class's AI for when pet gets sick, over hungry, or has too much poop on screen.
  • could sell item when you didn't have any left(fixed)
  • change button and GUI frame colors
Features to add:

  • Add "onMouseOver" events when cursor is over buttons to show name of the buttons; won't matter in mobile version.
  • Add feature:  "pet" the pet while mouse button is held down -- if affection is below 25% it won't want to be pet.
  • add an animation for when the pet evolves
  • change the graphics of the buttons to be more aesthetically pleasing
  • evolve past 2nd form with items (orbs?)? + time + level Changed the conditions to evolve the pet to be based on how many times you've played with and trained the pet and a comparison of the two.
  • when "adventure" is added, training and playing should give much less xp.
  • make Pet() independent of Animation() and Spritesheet() so it can be saved through Serialization
  • Add small and medium message boxes
  • Add the sun to the happy animation
  • Fix saving and loading game
  • Add evolution to 3rd form
  • Add options submenu -- turn off sounds and save game
  • track length of time pet is unhappy
  • Implement playing mini-game
  • Implement training mini-game Haha, yes!  And it works!
  • Implement quest/adventure mini-game battles
  • Wait until user hits "evolve" button before the pet evolves
  • make pet "glow" when ready to evolve
  • Make new "yes" or "no" confirmation box
  • Add the ability to name pet
  • Add the ability to rename pet (with a moderately priced item)

Sunday, November 13, 2011

Bugs/Feature post 1

The way I'll organize is this.  I'll list them this first time.  Each time I make an update, I'll copy the previous list and add a slash-through for each item fixed or implemented.  The next time after that, you won't see the item in the list.  Here we go!

Bugs to fix:
  • Change "hunger" on screen to something like "satiation"
  • Reset midscreenx and y variables to new evolution's animation
  • show an animation when pet levels up to inform user of said event
  • All animations are not resetting their animation for the next time they are called even when told to update frame by frame. (ie:  food, all emotes from pets especially noticable is eating).
  • Add sound for when user can't afford an item in the shop -- possibly also a non-sound alert.
  • Replace any System.out.println's that user needs to know with MsgBox alerts.
  • Possible loading bug -- make sure pet doesn't evolve during absence.
  • Scale game with different resolutions (this will be a pain...)
  • Take in consideration timezone changes, DST, and user changing time.
Features to add:

  • Add "onMouseOver" events when cursor is over buttons to show name of the buttons; won't matter in mobile version.
  • Add feature:  "pet" the pet while mouse button is held down -- if affection is below 25% it won't want to be pet.
  • add an animation for when the pet evolves
  • change the graphics of the buttons to be more aesthetically pleasing
  • evolve past 2nd form with items (orbs?)? + time + level
  • when "adventure" is added, training and playing should give much less xp.
  • make Pet() independent of Animation() and Spritesheet() so it can be saved through Serialization
  • Add small and medium message boxes
  • Add the sun to the happy animation
  • Fix saving and loading game
  • Add evolution to 3rd form
  • Add options submenu -- turn off sounds and save game
  • track length of time pet is unhappy for tracking purposes
  • Implement playing mini-game
  • Implement training mini-game
  • Implement quest/adventure mini-game battles

Saturday, November 12, 2011

First post of new petsim blog

This is to establish the first post of this blog.  Here are two screenshots of the current indev version:

Stats menu open

Shop/Inventory menu open
 Most of the rest of the posts will be about to be added features and bugfixes, but look out for more screenshots when it gets closer to a final product (or when I'm particularly proud of a new addition).