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: