138 lines
5.6 KiB
Markdown
138 lines
5.6 KiB
Markdown
To-Do-list
|
|
==========
|
|
|
|
Phaser 3 migration
|
|
------------------
|
|
|
|
* Fit the game in window size
|
|
* Fix top-right messages positions
|
|
* Fix valuebar requiring to be in root display list
|
|
* Restore unit tests about boundaries (in UITools)
|
|
|
|
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 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
|
|
* Restore the progressive text effect
|
|
* Improve performance when refreshing (and thus during jumps)
|
|
|
|
Character sheet
|
|
---------------
|
|
|
|
* Improve attribute tooltips
|
|
* Implement sliders for personality traits
|
|
* Center the portraits when there are less than 5
|
|
|
|
Battle
|
|
------
|
|
|
|
* Improve arena ships layering (sometimes information is displayed behind other sprites)
|
|
* In the ship tooltip, show power cost, toggled and overheat states
|
|
* Display shield (and its (dis)appearance)
|
|
* Display estimated damage 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
|
|
* 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
|
|
* 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
|
|
------------------------
|
|
|
|
* Fix vigilance action not disabling when reaching the maximum number of triggerings
|
|
* Highlight the effects area that will contain the new position when move-targetting
|
|
* Add movement attribute (for main engine action, km/power)
|
|
* 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 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)
|
|
|
|
Artificial Intelligence
|
|
-----------------------
|
|
|
|
* If web worker is not responsive, or produces only errors, it should be disabled for the session
|
|
* Prevent infinite loops of toggle/untoggle
|
|
* Produce interesting "angle" areas
|
|
* Evaluate vigilance actions
|
|
* Evaluate the "interest" of an active effect (e.g healing is better when harmed...)
|
|
* 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
|
|
* 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
|
|
* Release keybord grabbing when UITextInput is hidden or loses focus
|
|
* 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
|
|
---------
|
|
|
|
* Pause timers when the game is paused (at least animation timers)
|
|
* Pack sounds
|
|
* Add toggles for shaders, automatically disable them if too slow, and initially disable them on mobile
|
|
* Add cache for image texture lookup (getImageInfo)
|
|
|
|
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
|