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spacetac/TODO.md

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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