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.