What I've been up to
Added 2019-01-29 00:30:55 +0000 UTCHello all! I've been very, very active in our discord. So active, in fact, that I sometimes forget to make posts on here. Sorry about that :( But if you want to know what I'm thinking about for the game next, that's the best place to go. It really helps to bounce ideas off of people before I implement them. A lot of helpful folks have steered the game's direction and next steps.
I've implemented a lot of new features in the game, and I wanted to share that list here. This isn't a list of everything the game has, just what I've done since I last posted a feature list. If any of these features don't make sense but you're interested in what it means, let me know and I'll elaborate.
Hope you're all doing great!
Latest features:
Screen shake when you press the wrong button
Keys should flicker on all keypresses
Backfill a test to check that the screen shakes if you press an incorrect key
Keys should flicker red on mistakes
Kira's 'I'm Hungry' text is confusing
Positive/negative sound effect when you close the dialog
Positive/negative sound effect when the woman is happy/sad
Put cost in NeedData and get rid of the UpgradeData class (technical details, blah)
Use a plain Action for LoopFinished on Woman (technical details, blah)
There should be a clock that informs you of when a level is going to end
The clock should blink when the level is about to end
BUG: When you open and close the dialog without pressing anything, it does not play a sound
Refactor the woman class. Maybe it's possible to just have one StateChanged event
There should be needs where you can hold a button down
Render that a button needs to be held
Visual text should say, 'Hold until green' when you're supposed to hold the button down
Keypress buttons should stay colored until you release
Later upgrades should be more challenging than earlier ones
NeedDataTest should check that if HoldDuration is active, from/to should have non-0 values (technical details, blah)
Upgrade analytics to send duration information
Have a sound when a need pops up
Replace the UpsetSound with a better one
Test holding down one key while pressing others
Have a sound for when you change selection
Make sure everything is visible in all aspect ratios
Put each woman's upgrades in their own dialog
Clear the upgrade panels when you visit another character's upgrades so that you don't see the wrong character/duplicates
You start with three characters
Add Olivia to the upgrades panel
Bevel the upgrade buttons
The order of needs should be random
Regression: The countdown should disappear when a need is being addressed
Only the text of the upgrade button should be a button
Stylize the upgrade panel a bit
Bug: When you get the green win screen you can keep playing and making money
When you make a mistake, gray out all the buttons so you know you messed up permanently
There is text that tells you about mortgage
When you go to the next level, the mortgage text tells you you have one less day to pay off the bank
Funds are subtracted from your total when the week ends
On non-mortgage days, your mortgage is not subtracted
If you don't have enough money on mortgage day. You lose.
Add random events that can happen after a level
Funds should be stored in the repository, not the FundsRenderer
All HUD details should be stored in a HUDRenderer
Rename MortgageRenderer to LevelFinishedRenderer
Dynamically generate women in the Level scene instead of hardcoding them
Dynamically generate women in the Upgrades scene instead of hardcoding them
You get Jessie from a random event
Jessie shows up at your doorstop.
You can only see the Jessie event once
Give Jessie some needs
Test jessie
Bug: In the 'Found A Coin' random event, the button can be hidden so you can't proceed.
Use the new Mia artwork
Use Mia/Kira faces in upgrades screen
Less time between needs
Rename the game
Use a Directed Acyclic Graph for storing upgrade information
You can have a list of active needs
Remove GetActiveNeed (singular) as it's possible to have multiple, now
Render the upgrade tree
Draw lines between upgrades
The lines between upgrades should have an arrow tip.
if there were a skill tree that had 2 branches, I could make it so that each unlocked skill on each branch is active.
UpgradePanel text too close to the button
There is a deselect button that deselects an active need
If you have two active needs, you can't activate a third
When you're missing an active need, red text informs you of this
You can't click the back button if you don't have all active needs set
Write a test that checks that all canvases are in 'Scale With Screen Size'
Fix bug in NeedLoader.OwnedNeedsAsList if two children refer to one parent
Create needs with variations
Default need data should have variations and leverage the tree
Price the needs appropriately
Add Olivia art to the game
Use custom buttons everywhere
Random events can only occur once
Test that no two variation descriptions are exactly the same
Show stats at the end of the level
Comments
Well, that part isn't implemented yet, but it's probably going to happen. And yeah, I appreciate all ideas :) It's fun to brainstorm on this stuff.
Bawdy Ink Slinger
2019-01-29 20:05:41 +0000 UTCGreat to see my idea of them finding and giving you things is making its way into the game in some form (unless you had already thought of or added before and great minds just think alike :) ), guess i'll have to try and think of another possible concept to add now.
Hognus
2019-01-29 00:42:16 +0000 UTC