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)

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