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...) * 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 --------------- * Add a randomization button in creation view * Replace the close icon by a validation icon in creation view * Allow to cancel spent skill points (and confirm when closing the sheet) * Highlight matched/unmatched skills when dragging an equipment to a slot * Highlight attribute changes when dragging an equipment to a slot * Propose to auto upgrade skills if enough points are available, when equipping an equipment with unmatched skills * 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) * 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 ------ * Add a voluntary retreat option * Add scroll buttons when there are too many actions * Toggle bar/text display in power section of action bar * Display effects description instead of attribute changes * Show a cooldown indicator on move action icon, if the simulation would cause the engine to overheat * 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) * 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 * Add shortcut 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) * Add a turn count marker in the ship list * BattleChecks should be done proactively when all diffs have been simulated by an action, in addition to reactively after applying Ships models and equipments --------------------------- * Add permanent effects and actions to ship models * Add critical hit/miss (or indicate lucky/unlucky throws) * Add damage over time effect (tricky to make intuitive) * 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 difference" to reach Artificial Intelligence ----------------------- * Produce interesting "angle" areas * Evaluate active effects * Account for luck * Evaluators result should be more specific (final state evaluation, diff evaluation, confidence...) * 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 * Use tree techniques to account for potential future moves * Prototype of evolving AI 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 * Puzzle mode * Formation or deployment phase * Add ship personality (with icons to identify?), with reaction dialogs * 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