This is a quick post to show off the current evolutionary chart. Comments, critiques, and suggestions are appreciated!
Friday, August 24, 2012
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:
New bugs/features are bold 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 tabsAdded 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 evolveShow notification instead- Make new "yes" or "no" confirmation box
- Add the ability to rename pet (with a moderately priced item)
Loading bugs:FIXED!achievements come up again if already gotten in previous sessionsItems in inventory amounts = nullPet 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.
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