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.