To-Do-list ========== Menu/settings/saves ------------------- * Save locally first, make saving to cloud an option * Allow to delete cloud saves * Fix cloud save games with "Level 0 - 0 ships" * Store the game version in saves (for future work on compatibility) Map/story --------- * Add sound effects and more visual effects (jumps...) * Fix quickly zooming in twice preventing to display some UI parts * Add factions and reputation * Allow to cancel secondary missions * Forbid to end up with more than 5 ships in the fleet because of escorts * Fix problems when several dialogs are active at the same time * Handle case where cargo is full to give a reward (give money?) Character sheet --------------- * Disable interaction during battle (except for loot screen) * Improve eye-catching for shop and loot section * Highlight allowed destinations during drag-and-drop * Effective skill is sometimes not updated when upgrading base skill * Add merged cargo display for the whole fleet * Allow to change/buy ship model * Add personality indicators (editable in creation view) * Allow to cancel spent skill points (and confirm when closing the sheet) * Add filters and sort options for cargo and shop * Display level and slot type on equipment * Fixed tooltips not being visible in loot mode (at the end of battle) Battle ------ * Fix arena's ship hovering happening even when the character sheet is open on top * Add a voluntary retreat option * Add scroll buttons when there are too many actions * Add quick animation of playing ship indicator, on ship change * Toggle bar/text display in power section of action bar * Display effects description instead of attribute changes * End the battle as soon as victory or defeat condition is detected (do not wait for the turn to end) * Show a cooldown indicator on move action icon, if the simulation would cause the engine to overheat * Any displayed info should be based on a ship copy stored in ArenaShip, and in sync with current log index (not the game state ship) * Add engine trail effect, and sound * Allow to skip animations, and allow no animation mode * Find incentives to move from starting position (permanent drones or anomalies?) * Add a "loot all" button (on the character sheet or outcome dialog?) * Mark targetting in error when target is refused by the action (there is already an arrow for this) * Repair drone has its activation effect sometimes displayed as permanent effect on ships in the radius * Merge identical sticky effects * Allow to undo last moves * Add a battle log display * Allow to move targetting indicator with arrow keys * Add targetting shortcuts for "previous target", "next enemy" and "next ally" * Area targetting should include the hotkeyed ship at best (apply exclusion and power limit), not necessarily center on it * Fix "toggle action" targetting with simulated move not activating the action after the move * Add shorcut to perform only the "move" part of a move+fire simulation * Fix delay of shield/hull impact effects (should depend on weapon animation, and ship location) * Indicate visually the power gain of "end turn" * Add a turn count marker in the ship list Ships models and equipments --------------------------- * Add permanent effects and actions to ship models * Add critical hit/miss * Add damage over time effect (tricky to make intuitive) * Chance to hit should increase with precision * Add actions with cost dependent of distance (like current move actions) * Add disc targetting (for some jump move actions) * Add "chain" effects * Add mines equivalent (drones that apply only at the end) * RepelEffect should apply on ships in a good order (distance decreasing) * Add hull points to drones and make them take area damage * Quality modifiers should be based on an "quality diff" to reach Artificial Intelligence ----------------------- * Work on a simple representation of battle state, simulating effects on it, evaluating it, and only reevaluating parts that changed * Use a first batch of producers, and only if no "good" move has been found, go on with some infinite producers * Abandon fight if the AI judges there is no hope of victory * Add combination of random small move and actual maneuver, as producer * New duel page with producers/evaluators tweaking * Work in a dedicated process (webworker) Common UI --------- * UIBuilder.button should be able to handle hover and pushed images * If ProgressiveMessage animation performance is bad, show the text directly * Add caret/focus to text input * Mobile: think UI layout so that fingers do not block the view (right and left handed) * Mobile: display tooltips larger and on the side of screen where the finger is not * Mobile: targetting in two times, using a draggable target indicator Technical --------- * Pack all images in atlases, and split them by stage * Pack sounds * Add toggles for shaders, automatically disable them if too slow, and initially disable them on mobile * Replace jasmine with mocha+chai Network ------- * Handle cancel button in invitation dialog * Close connection on view exit * Add timeouts to read operations * Display connection status Postponed --------- * Tutorial * Secondary story arcs * Replays * Multiplayer/co-op * Formation or deployment phase * Add ship personality (with icons to identify?), with reaction dialogs * New battle internal flow: any game state change should be done through revertable events * Hide enemy information (shield, hull, weapons), until they are in play, or until a "spy" effect is used * Invocation/reinforcements (need to up the 10 ships limit) * Dynamic music composition