tasks: (date) [x] implement rm unit (issued on 18:02:21, done on 18:02:21) [x] implement armor calculation (issued on 18:02:21, done on 18:02:21) [x] implement augment calculations (issued on 18:02:21, done on 18:02:21) [x] implement augment hud view (issued on 18:02:21, done on 18:02:21) [ ] implement sound (issued on 18:02:21) [ ] implement end of battle condition (issued on 19:02:21) [ ] implement stats hud view (issued on 18:02:21) [x] implement battery calculation (issued on 18:02:21, done on 19:02:21) [ ] implement brain behaviour (issued on 18:02:21) [ ] implement component levels (issued on 18:02:21) [ ] implement persistent settings (issued on 18:02:21) [ ] implement net hud and minilobby (issued on 18:02:21) [ ] implement army hud view (issued on 18:02:21) [ ] implement cost function (issued on 18:02:21) [ ] implement lobby cost constraints (issued on 18:02:21) [ ] implement edit unit directly (issued on 18:02:21) [ ] implement naming template and army (issued on 18:02:21) [ ] implement move animation (issued on 18:02:21) [ ] implement fire animation (issued on 18:02:21) [ ] implement explosions (issued on 18:02:21) [ ] design 3d units (issued on 18:02:21) [ ] design 3d map tiles (issued on 18:02:21) [ ] implement 3d units (issued on 18:02:21) [ ] design component sprites (issued on 18:02:21) bugs: [ ] symmetric integration (found on 18:02:21) (on army movement and fire, equal armies should fair equally) testing: [ ] write test suit (issued on 19:02:21) [ ] armor calculations (issued on 18:02:21) balance: [ ] balance components (issued on 18:02:21) view from 18:02:21 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 components level: could do it globally, every level is +5%atk and +10% cost could set each weapon stat as a vector, v[level] is the stat what is max level? 5? work global: just implement the function local: that's #components * #attributes * #levels, n^3 operations both: local weights, worst of both worlds global is a quick solution, but i'm not here to do things quickly, i want to do them good. so local is better, but requires to . revolutionize every json parser . write a lot of numbers . design with a lot more variables in play before writing 10000 numbers i should design, or autogenerate them settled on 3 lvls, autogenerated with python 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 implement battery calculations: every component but the battery has an upkeep upkeep gets paid at the end of the turn if no charge: no shooting or moving weapons that drain energy do so (wow, also what?) yellow small text! yay! -> done, tested briefely, testing is delayed until i write test suite