Tuesday, April 16, 2013

Version 0.3.0ap (proto-type)

I am currently in the process of converting all of my code from Slick2D to libgdx.  This decision was made to ensure that I will have no problems transitioning to other devices (from desktop to android initially, then perhaps iOS).

As of right now I have a good bit done.  Here is a list of what I have left of the conversion:

  • Items need to be put back in
    • Items graphics must be put back in
  • Shop menu needs to be converted over
    • Food no longer free for testing
  • Re-implement the title screen
  • Re-add the ability to name pet with libgdx multi-platform compatability
  • Re-add Yes/No confirmation box
  • Save/Load pet data
    • on loading, revisit how events are loaded while player was away
    • if player was away for too many days, all care taking stats (hunger/happy/poop) set to worst
  • Re-add options menu with libgdx's option saving features
  • Re-add training minigame
  • Re-add dancing minigame
  • And finally, sometime before going too much further decide on a solution for multiple device screen size compatibility graphical issues (ie: stretch makes pixels distort).
    • Possible solutions:
      • Letterboxing - cutting off some of the screen to maintain aspect ratio (currently 16:9)
      • Mipmapping - make images for largest possible resolutions and scale down when needed.
      • Create assets for all sizes - nightmare mode for the developer...
      • Filters - might make pixels too fuzzy though.


I'm excited with all the things libgdx is enabling me to do; I will update more when I get more done on this!


The game in its current state on my Galaxy SII - sorry for the poor quality jpeg

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.

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
 

Friday, August 24, 2012

Current Evolutionary Chart

This is a quick post to show off the current evolutionary chart.  Comments, critiques, and suggestions are appreciated!


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:

  • 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 tabs
  • Added 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 evolve Show notification instead
  • Make new "yes" or "no" confirmation box
  • Add the ability to rename pet (with a moderately priced item)
Bugs to fix:
  • Loading bugs: FIXED!
    • achievements come up again if already gotten in previous sessions
    • Items in inventory amounts = null
    • Pet 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.
New menu with tabs