5.4 KiB
5.4 KiB
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)
- Add simple options to quick battle (fleet level / difficulty)
- Add optional fleet customization (both player and enemy) to quick battle
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
- Add a zoom level, to see the location only
Character sheet
- Improve action and attribute tooltips
- Implement sliders for personality traits
- Center the portraits when there are less than 5
Battle
- Fix stats only filling for one fleet
- Display shield (and its (dis)appearance)
- Display estimated damage and displacement in targetting mode
- Add a voluntary retreat option
- Toggle bar/text display in power section of action bar
- Show a cooldown indicator on move action icon, if the simulation would cause the engine to overheat
- Add an hexagonal grid (optional, may be enforced only on mobile) and work in units of this grid
- 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?)
- 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 actions
- Replace maneuvrability and precision, with evasion (damage avoidance) and movement (for main engine action, km/power)
- Add vigilance system, to watch if another ship enters a given radius, to be able to interrupt its turn
- Remove safety margin for move actions (vigilance system should replace it)
- 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 damage on collisions (when two ships are moved to the same place)
- Add hull points to drones and make them take area damage
- Allow to customize effects based on whether a target is enemy, allied or self
- Add anchored effect (cannot be moved)
- Add a reflect damage effect
- Add untargettable effect (can only be targetted with area effects)
- Add damage modifier (to change the options of incoming damage or outgoing damage)
- Add a balance testing page, using AI battles with or without an upgrade, to help in balancing
Artificial Intelligence
- If web worker is not responsive, or produces only errors, it should be disabled for the session
- 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
- Fix calling setHoverClick several times on the same button not working as expected
- Fix tooltip remaining when the hovered object is hidden by animations
- If ProgressiveMessage animation performance is bad, show the text directly
- Add caret/focus and configurable background 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
- Fix "npm test" returning 0 even on failure
- Fix alpha being altered in atlases
- Pack sounds
- Add toggles for shaders, automatically disable them if too slow, and initially disable them on mobile
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