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Diffstat (limited to 'design/notes.txt')
-rw-r--r-- | design/notes.txt | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/design/notes.txt b/design/notes.txt new file mode 100644 index 0000000..bace25c --- /dev/null +++ b/design/notes.txt @@ -0,0 +1,79 @@ +tasks: (commit number) + +[x] implement rm unit (issued on 6, done on 6) +[x] implement armor calculation (issued on 6, done on 6) +[x] implement augment calculations (issued on 6, done on 6) +[x] implement augment hud view (issued on 6, done on 6) +[ ] implement sound (issued on 6) +[ ] implement stats hud view (issued on 6) +[ ] implement battery calculation (issued on 6) +[ ] implement brain behaviour (issued on 6) +[ ] implement component levels (issued on 6) +[ ] implement persistent settings (issued on 6) +[ ] implement net hud and minilobby (issued on 6) +[ ] implement army hud view (issued on 6) +[ ] implement cost function (issued on 6) +[ ] implement lobby cost constraints (issued on 6) +[ ] implement edit unit directly (issued on 6) +[ ] implement naming template and army (issued on 6) +[ ] implement move animation (issued on 6) +[ ] implement fire animation (issued on 6) +[ ] implement explosions (issued on 6) +[ ] design 3d units (issued on 6) +[ ] design 3d map tiles (issued on 6) +[ ] implement 3d units (issued on 6) +[ ] design component sprites (issued on 6) + + +bugs: + +[ ] symmetric integration (found on 6) + (on army movement and fire, equal armies should fair equally) + + +testing: + +[ ] armor calculations (issued on 6) + + +balance: + +[ ] balance components (issued on 6) + + +view from 6 to the end: + game is make templates, assemble for army, fight other army + multiplayer up to 2 ppl + armies, templates and settings are persistent + + + +details: + +implement rm unit: -> done, paper note solution + +implement armor calculation: + consider bonuses for damage reduction + aggregate them and spit out a percentage + editor remove units funct to make it possible to have a test case + army has to rebuild grid ref on load +-> done, barely tested + +implement augment calculation: + there are a lot of bonuses to keep track. do one at a time. + ok add_armor as a malus % + ok add_damage (only if same damage type weapon) as a bonus % + ok add_range as a fixed sum + ok add_cooldown + ok add_hp + ok add_speed +-> done, not tested + +implement stats hud view: +? stats have to include individual weapon cooldowns and damage, what to do + either put all as lines in stats (clean, but ugly) + or modify the components directly (messy) +! put them in stats later + +implement sound: + partially done, need sound design
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