Thursday, November 1, 2012

Version 0.2.0a

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 or added before posting them are bold and crossed out like this.

Features to added and to add:


  • Added a String queue so players can see gold gain and exp gain (or happiness gain) one after another.
  • Rebalanced achievements, levels at which you can use early orbs, and levels which you can see orbs.
    • likely to change again based on playtesting.
  • Changed Exp soundfx to gold gain sound; exp gains don't really need sound
  • Change saving to use Serializable instead of XStream so as to be unreadable by humans
  • Upon loading a saved game, the game will catch up to the current time, applying hunger/saddness/sickness as needed
  • Pet now devolves every day after the 2nd day of neglect (to account for future stages too)
  • Added a Logger class so important messages and errors go to a log.txt file for developer use in the future
  • In the process of making the game playable via a .jnlp file rather than a windows batch (or shell script).  Will try to make it playable with one .jar file packed nice a tight by itself.
  • Add another "play" mini-game with rock-paper-scissors type rules for easier but lower gain of "happiness" levels.
  • Allow the play "dance" minigame to be played with mouse/touch screen
  • 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
  • when "adventure" is added, training and playing should give much less xp.
  • make Pet() independent of Animation() and Spritesheet() so it can be saved more efficiently
  • Add small and medium message boxes
  • track length of time pet is unhappy
  • Implement quest/adventure battles
Bugs to fix:
  • Saving issues:
    • Need to add basic security (SHA1 and AES encryption)No longer needed; saved in human unreadable format.  Still hackable LOCALLY but that won't be a problem for the online version.
  • Fixed graphics bug while evolving.  Pet graphics wouldn't load and update due to being in the yes/no box's thread
  • The jnlp version is using an older version of LWJGL which makes certain rectangles in fill (as noticed in the hunger/happy/exp bars).
  • when entering name w/ keyboard, if you press 2 letters at the same time it takes both characters
    • this makes the first character able to be lower cased
    • the pet's name can be 13 characters instead of the max 12
    • This problem also affects the dancing mini-game when using a keyboard; you can enter more than one arrow at a time so you can enter one more than the max amount of arrows possible.
  • need to clean up "hackiness" of setting PetCurrAni in training minigame instead of in Pet's Atk animation method
  • need to fix projectile from "appearing" to hit the target when it is showing the results of a miss
  • A few animations are not resetting their animation for the next time they are called even when told (ie:  food, all emotes from pets especially noticeable when eating).
  • Scale game with different resolutions
  • Take in consideration timezone changes, DST, and user changing time.

Sunday, September 9, 2012

Version 0.1.9a

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 or added before posting them are bold and crossed out like this.

Features to added and to add:

  • Implemented playing "dance" mini-game prototype!
  • Now have functioning workflow for dancing mini-game
  • Added a new panel in the stats page to show achievements
  • Add the ability to rename pet (with a moderately priced item) 
  • Added numerical display of exp, gold, and health changes. 
  • Can now exit menus by clicking the bottom of the screen where the buttons are
    • since I did it for SubMenu, most menus can be exited this way including messageboxes.
  • Added sound for Xp gain.
  • Xp gain from the training mini-game now has deminishing returns, resetting at 12am the next morning.  When you gain 1 level of exp, all exp gained after that is halved.  If you gain another level of exp all exp is 3rded and so on.  All this resets at 12am the next day.
  • Add another "play" mini-game with rock-paper-scissors type rules for easier but lower gain of "happiness" levels.
  • Allow the play "dance" minigame to be played with mouse/touch screen
  • 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
  • when "adventure" is added, training and playing should give much less xp.
  • make Pet() independent of Animation() and Spritesheet() so it can be saved more efficiently
  • Add small and medium message boxes
  • track length of time pet is unhappy
  • Implement quest/adventure battles
Bugs to fix:
  • If you get an achievement while sick the game gets stuck on the pet sick animation with a "happy sun" animating.
  • Fixed bug when attempting to use an orb the player didn't have it would still ask wether you wanted to use it
  • when entering name w/ keyboard, if you press 2 letters at the same time it takes both characters
    • this makes the first character able to be lower cased
    • the pet's name can be 13 characters instead of the max 12
    • This problem also affects the dancing mini-game when using a keyboard; you can enter more than one arrow at a time so you can enter one more than the max amount of arrows possible.
  • Saving issues:
    • Need to add basic security (SHA1 and AES encryption) 
  • need to clean up "hackiness" of setting PetCurrAni in training minigame instead of in Pet's Atk animation method
  • need to fix projectile from "appearing" to hit the target when it is showing the results of a miss
  • A few animations are not resetting their animation for the next time they are called even when told (ie:  food, all emotes from pets especially noticeable when eating).
  • Scale game with different resolutions
  • Take in consideration timezone changes, DST, and user changing time.
Dancing Mini-game prototype.  First round the player memorizes 2 arrows and repeats them.  Second round 4, and final round 6 arrows.  You are able to miss two times, but on the third miss you lose.  In a perfect game you gain 25 happiness; 1 miss gains 20, and 2 misses gains 15.  Might be tweaked in the future.

Thursday, September 6, 2012

Version 0.1.8a

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 or added before posting them are bold and crossed out like this.

Features to added and to add:

  • Added options submenu -- turn off sounds and save game
  • Made new "yes" or "no" confirmation box.  Implemented for changing pet's name and when using an evolution orb.
  • Completed evolutionary functionality based on achievements
  • Added candy eating animation
  • Orbs now only appear in the show at the appropriate level (lv.6 and lv.12 so far)
  • Orbs are only usable after the appropriate achievement is completed
  • Now have functioning workflow for dancing mini-game -- not finished 
  • Need to add a new panel in the stats page to
  • 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
  • when "adventure" is added, training and playing should give much less xp.
  • make Pet() independent of Animation() and Spritesheet() so it can be saved more efficiently
  • Add small and medium message boxes
  • track length of time pet is unhappy
  • Implement playing mini-game -getting there soon!-
  • Implement quest/adventure battles
  • Add the ability to rename pet (with a moderately priced item)
Bugs to fix:
  • Re-organized all submenus into their own subclass
  • If you get an achievement while sick the game gets stuck on the pet sick animation with a "happy sun" animating. (fixed for 0.1.9a)
  • Saving issues:
    • Need to add basic security (SHA1 and AES encryption) 
  • need to clean up "hackiness" of setting PetCurrAni in training minigame instead of in Pet's Atk animation method
  • need to fix projectile from "appearing" to hit the target when it is showing the results of a miss
  • A few animations are not resetting their animation for the next time they are called even when told (ie:  food, all emotes from pets especially noticeable when eating).
  • Scale game with different resolutions
  • Take in consideration timezone changes, DST, and user changing time.
Orbs tab page 1
 

Friday, August 24, 2012

Current Evolutionary Chart

This is a quick post to show off the current evolutionary chart.  Comments, critiques, and suggestions are appreciated!


Wednesday, August 15, 2012

Version 0.1.7a

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 or added before posting them are bold and crossed out like this.

Features to added and to add:

  • Now have functioning workflow for dancing mini-game -- not finished 
  • Items added:  
    • Candy - fattier than normal food, but fills pet up quicker.
    • De-evolution orb - devolves pet from any state back into baby form.
    • normal orb - changes pet into the child form.
    • fire/wind/water/earth/dark orbs - mysterious orbs that evolve your pet into various creatures.
  • Changed Evolution system to use orb items instead of just time (after Baby stage); you must still wait at least a day.
  • Changed Shop organization to use tabs
  • Added Game State Queue system so each action is not interrupted by other actions and things can be done one after another all at once.
  • Need to add a new panel in the stats page to
  • 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
  • when "adventure" is added, training and playing should give much less xp.
  • make Pet() independent of Animation() and Spritesheet() so it can be saved more efficiently
  • Add small and medium message boxes
  • Add options submenu -- turn off sounds and save game
  • track length of time pet is unhappy
  • Implement playing mini-game
  • Implement quest/adventure battles
  • make pet "glow" when ready to evolve Show notification instead
  • Make new "yes" or "no" confirmation box
  • Add the ability to rename pet (with a moderately priced item)
Bugs to fix:
  • Loading bugs: FIXED!
    • achievements come up again if already gotten in previous sessions
    • Items in inventory amounts = null
    • Pet graphics are not memorized
  • Saving issues:
    • Need to add basic security (SHA1 and AES encryption) 
  • Disable clicking of buttons unless all states (Pet and MainGameState) are NORMAL.Solved with Gamestate queue system.
  • Need to make the game states show up in a queue so they always get called correctly (primarily to fix awkward graphic animations) Fixed but did not fix all graphical issues.
  • need to clean up "hackiness" of setting PetCurrAni in training minigame instead of in Pet's Atk animation method
  • need to fix projectile from "appearing" to hit the target when it is showing the results of a miss
  • A few animations are not resetting their animation for the next time they are called even when told (ie:  food, all emotes from pets especially noticeable when eating).
  • Add sound for when user can't afford an item in the shop -- possibly also a non-sound alert.
  • Scale game with different resolutions
  • Take in consideration timezone changes, DST, and user changing time.
New menu with tabs

Thursday, June 14, 2012

Version 0.1.5a

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 or added before posting them are bold and crossed out like this.

Features to add:

  • Added achievements
  • Added the ability to name pets
  • Added saving and loading
  • Need to add a new panel in the stats page to
  • 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
  • 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 Saving through different method, but needs to be independant of them as well as Item() so everything saves properly.
  • Add small and medium message boxes
  • Add saving and loading game
  • Add options submenu -- turn off sounds and save game
  • track length of time pet is unhappy
  • Implement playing mini-game
  • Implement quest/adventure mini-game battles
  • Wait until user hits "evolve" button before the pet evolves (already planned)
  • 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)
Bugs to fix:
  • Loading bugs:
    • achievements come up again if already gotten in previous sessions
    • Items in inventory amounts = null
    • Pet graphics are not memorized
  • Saving issues:
    • Need to add basic security (SHA1 and AES encryption) 
  • Disable clicking of buttons unless all states (Pet and MainGameState) are NORMAL.
  • Need to make the game states show up in a queue so they always get called correctly (primarily to fix awkward graphic animations)
  • need to clean up "hackiness" of setting PetCurrAni in training minigame instead of in Pet's Atk animation method
  • need to fix projectile from "appearing" to hit the target when it is showing the results of a miss
  • A few animations are not resetting their animation for the next time they are called even when told (ie:  food, all emotes from pets especially noticeable when eating).
  • Add sound for when user can't afford an item in the shop -- possibly also a non-sound alert.
  • Scale game with different resolution
  • Take in consideration timezone changes, DST, and user changing time.

Sunday, June 10, 2012

Version 0.1.4a

Forward:   I will now be titling posts with the new "release version."  I haven't started releasing anything to the public or privately, but every once and a while I compile what I have into a new version.  I'm now putting features before bug fixes since most people will probably care to see what's being added to the game more than what has been fixed.  The following is what has been added since Version 0.1.2a-0.1.3a.

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 or added before posting them are bold and crossed out like this.

Features to add:
  • New and better looking default background image
  • added aiming phase + results phase to training game
  • added attack animation to results phase in training
        -power bar determines if the projectile makes it to its target
        -aiming determines the direction the projectile goes in
  • Added X's and O's to Training Mini-game to show whether you hit or missed
  • added SFX to training minigame
  • Training Bar now reverses direction instead of resetting
  • added attack animation for pets
  • 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
  • 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 saving and loading game
  • Add options submenu -- turn off sounds and save game
  • track length of time pet is unhappy
  • Implement playing mini-game
  • 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)
Bugs to fix:

  • no longer alerts the player when pet is distressed unless currently at the regular pet screen
  • SFX now load before the title screen instead of after (when the pet screen is coming up)
  • fixed adding to delta timer in training game (uses value delta instead of +1)
  • need to clean up "hackiness" of setting PetCurrAni in training minigame instead of in Pet's Atk animation method
  • need to fix projectile from "appearing" to hit the target when it is showing the results of a miss
  • Change "hunger" on screen to something like "satiation" People should get "hunger"
  • Replace any System.out.println's that user needs to know with MsgBox alerts.
  • A few animations are not resetting their animation for the next time they are called even when told (ie:  food, all emotes from pets especially noticeable when eating). Looks like it happens again, but rarely.  Will probably need help determining when through beta/alpha testing
  • Add sound for when user can't afford an item in the shop -- possibly also a non-sound alert.
  • Scale game with different resolution
  • Take in consideration timezone changes, DST, and user changing time.
New screenshot of attack animation:

 

Thursday, May 31, 2012

Version 0.1.2a

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:


  • 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). Possibly fixed
  • Possible loading bug -- make sure pet doesn't evolve during absence. Won't be a problem with planned feature
  • Change "hunger" on screen to something like "satiation"
  • 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.
  • Scale game with different resolution
  • Take in consideration timezone changes, DST, and user changing time.
  • Don't cure pet from sickness if you have no medicine
  • Don't let pet eat food from shop if already full
  • Don't display "levelup" gfx until the graphic is no longer at 0,0 (default position)
  • Initialize sound before gameplay to reduce/prevent graphical lag upon the first sound made
  • Fill white space in power gague in the training mini-game
Features to add:

  • Add "onMouseOver" events when cursor is over buttons to show name of the buttons; won't matter in mobile version. Going to make buttons more obvious
  • change the graphics of the buttons to be more aesthetically pleasing They are better now; could still use some work.
  • 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
  • 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 saving and loading game
  • Add options submenu -- turn off sounds and save game
  • track length of time pet is unhappy
  • Implement playing mini-game
  • 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)
  • Changed main screen's display of pet type to show "Level: [level of pet]/[pet's type]"
  • Changed sound code to make adding new sfx easier
  • Buttons and UI spruced up a little
Screenshot of early version of pet training mini-game: