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

Thursday, June 14, 2012

Version 0.1.5a

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 add:

  • Added achievements
  • Added the ability to name pets
  • Added saving and loading
  • 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 through Serialization Saving through different method, but needs to be independant of them as well as Item() so everything saves properly.
  • Add small and medium message boxes
  • Add saving and loading game
  • Add options submenu -- turn off sounds and save game
  • track length of time pet is unhappy
  • Implement playing mini-game
  • Implement quest/adventure mini-game battles
  • Wait until user hits "evolve" button before the pet evolves (already planned)
  • make pet "glow" when ready to evolve
  • Make new "yes" or "no" confirmation box
  • Add the ability to name pet
  • Add the ability to rename pet (with a moderately priced item)
Bugs to fix:
  • Loading bugs:
    • 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.
  • Need to make the game states show up in a queue so they always get called correctly (primarily to fix awkward graphic animations)
  • 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 resolution
  • Take in consideration timezone changes, DST, and user changing time.

Sunday, June 10, 2012

Version 0.1.4a

Forward:   I will now be titling posts with the new "release version."  I haven't started releasing anything to the public or privately, but every once and a while I compile what I have into a new version.  I'm now putting features before bug fixes since most people will probably care to see what's being added to the game more than what has been fixed.  The following is what has been added since Version 0.1.2a-0.1.3a.

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 add:
  • New and better looking default background image
  • added aiming phase + results phase to training game
  • added attack animation to results phase in training
        -power bar determines if the projectile makes it to its target
        -aiming determines the direction the projectile goes in
  • Added X's and O's to Training Mini-game to show whether you hit or missed
  • added SFX to training minigame
  • Training Bar now reverses direction instead of resetting
  • added attack animation for pets
  • 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 through Serialization
  • Add small and medium message boxes
  • Add saving and loading game
  • Add options submenu -- turn off sounds and save game
  • track length of time pet is unhappy
  • Implement playing mini-game
  • Implement quest/adventure mini-game battles
  • Wait until user hits "evolve" button before the pet evolves
  • make pet "glow" when ready to evolve
  • Make new "yes" or "no" confirmation box
  • Add the ability to name pet
  • Add the ability to rename pet (with a moderately priced item)
Bugs to fix:

  • no longer alerts the player when pet is distressed unless currently at the regular pet screen
  • SFX now load before the title screen instead of after (when the pet screen is coming up)
  • fixed adding to delta timer in training game (uses value delta instead of +1)
  • 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
  • Change "hunger" on screen to something like "satiation" People should get "hunger"
  • Replace any System.out.println's that user needs to know with MsgBox alerts.
  • 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). Looks like it happens again, but rarely.  Will probably need help determining when through beta/alpha testing
  • Add sound for when user can't afford an item in the shop -- possibly also a non-sound alert.
  • Scale game with different resolution
  • Take in consideration timezone changes, DST, and user changing time.
New screenshot of attack animation:

 

Thursday, May 31, 2012

Version 0.1.2a

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 before posting them are bold and crossed out like this.

Bugs to fix:


  • All animations are not resetting their animation for the next time they are called even when told to update frame by frame. (ie:  food, all emotes from pets especially noticable is eating). Possibly fixed
  • Possible loading bug -- make sure pet doesn't evolve during absence. Won't be a problem with planned feature
  • Change "hunger" on screen to something like "satiation"
  • Add sound for when user can't afford an item in the shop -- possibly also a non-sound alert.
  • Replace any System.out.println's that user needs to know with MsgBox alerts.
  • Scale game with different resolution
  • Take in consideration timezone changes, DST, and user changing time.
  • Don't cure pet from sickness if you have no medicine
  • Don't let pet eat food from shop if already full
  • Don't display "levelup" gfx until the graphic is no longer at 0,0 (default position)
  • Initialize sound before gameplay to reduce/prevent graphical lag upon the first sound made
  • Fill white space in power gague in the training mini-game
Features to add:

  • Add "onMouseOver" events when cursor is over buttons to show name of the buttons; won't matter in mobile version. Going to make buttons more obvious
  • change the graphics of the buttons to be more aesthetically pleasing They are better now; could still use some work.
  • 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 through Serialization
  • Add small and medium message boxes
  • Add saving and loading game
  • Add options submenu -- turn off sounds and save game
  • track length of time pet is unhappy
  • Implement playing mini-game
  • Implement quest/adventure mini-game battles
  • Wait until user hits "evolve" button before the pet evolves
  • make pet "glow" when ready to evolve
  • Make new "yes" or "no" confirmation box
  • Add the ability to name pet
  • Add the ability to rename pet (with a moderately priced item)
  • Changed main screen's display of pet type to show "Level: [level of pet]/[pet's type]"
  • Changed sound code to make adding new sfx easier
  • Buttons and UI spruced up a little
Screenshot of early version of pet training mini-game:

Wednesday, November 23, 2011

Bug/Feature post 2

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 before posting them are bold and crossed out like this.

Bugs to fix:

  • Change "hunger" on screen to something like "satiation"
  • Reset midscreenx and y variables to new evolution's animation
  • show an animation when pet levels up to inform user of said event
  • All animations are not resetting their animation for the next time they are called even when told to update frame by frame. (ie:  food, all emotes from pets especially noticable is eating).
  • Add sound for when user can't afford an item in the shop -- possibly also a non-sound alert.
  • Replace any System.out.println's that user needs to know with MsgBox alerts.
  • Possible loading bug -- make sure pet doesn't evolve during absence.
  • Scale game with different resolutions (this will be a pain...)
  • Take in consideration timezone changes, DST, and user changing time.
  • correct the time until the next unhappy event when sickness is cured.
  • limit total food that can be carried to 99.
  • use font.drawstring to draw the words Name, Type, and Age to the main screen
  • add red cursor over the currently selected shop item
  • perfect the Event class's AI for when pet gets sick, over hungry, or has too much poop on screen.
  • could sell item when you didn't have any left(fixed)
  • change button and GUI frame colors
Features to add:

  • Add "onMouseOver" events when cursor is over buttons to show name of the buttons; won't matter in mobile version.
  • 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
  • change the graphics of the buttons to be more aesthetically pleasing
  • evolve past 2nd form with items (orbs?)? + time + level Changed the conditions to evolve the pet to be based on how many times you've played with and trained the pet and a comparison of the two.
  • when "adventure" is added, training and playing should give much less xp.
  • make Pet() independent of Animation() and Spritesheet() so it can be saved through Serialization
  • Add small and medium message boxes
  • Add the sun to the happy animation
  • Fix saving and loading game
  • Add evolution to 3rd form
  • Add options submenu -- turn off sounds and save game
  • track length of time pet is unhappy
  • Implement playing mini-game
  • Implement training mini-game Haha, yes!  And it works!
  • Implement quest/adventure mini-game battles
  • Wait until user hits "evolve" button before the pet evolves
  • make pet "glow" when ready to evolve
  • Make new "yes" or "no" confirmation box
  • Add the ability to name pet
  • Add the ability to rename pet (with a moderately priced item)

Sunday, November 13, 2011

Bugs/Feature post 1

The way I'll organize is this.  I'll list them this first time.  Each time I make an update, I'll copy the previous list and add a slash-through for each item fixed or implemented.  The next time after that, you won't see the item in the list.  Here we go!

Bugs to fix:
  • Change "hunger" on screen to something like "satiation"
  • Reset midscreenx and y variables to new evolution's animation
  • show an animation when pet levels up to inform user of said event
  • All animations are not resetting their animation for the next time they are called even when told to update frame by frame. (ie:  food, all emotes from pets especially noticable is eating).
  • Add sound for when user can't afford an item in the shop -- possibly also a non-sound alert.
  • Replace any System.out.println's that user needs to know with MsgBox alerts.
  • Possible loading bug -- make sure pet doesn't evolve during absence.
  • Scale game with different resolutions (this will be a pain...)
  • Take in consideration timezone changes, DST, and user changing time.
Features to add:

  • Add "onMouseOver" events when cursor is over buttons to show name of the buttons; won't matter in mobile version.
  • 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
  • change the graphics of the buttons to be more aesthetically pleasing
  • evolve past 2nd form with items (orbs?)? + time + level
  • when "adventure" is added, training and playing should give much less xp.
  • make Pet() independent of Animation() and Spritesheet() so it can be saved through Serialization
  • Add small and medium message boxes
  • Add the sun to the happy animation
  • Fix saving and loading game
  • Add evolution to 3rd form
  • Add options submenu -- turn off sounds and save game
  • track length of time pet is unhappy for tracking purposes
  • Implement playing mini-game
  • Implement training mini-game
  • Implement quest/adventure mini-game battles