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