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:

 

No comments:

Post a Comment