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ID |
Priority |
Type |
PhasePhase: This can be whatever you want. You can create your own categories to be grouped for progress,
breaking tasks into manageable chunks.
If using Core theory for app or game dev, you can create: Core, Progress, Release, Beta, Gold.
If you're using this for a story outline, you can break into Act One, Act Two, Act Three, etc.
This is your chance to get creative. One key ingredient is to number or alphabetize
at the start of your title so it can order how you want. Feel free to experiment. |
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Reset |
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Keep Hidden: Enabling this means you can keep an$value hidden from public view when sharing lists. Some things are best kept secret. :) |
V1.7 - Alpha Core WebGL - Progress: 11% Completed:(8/71) Remaining: 63 |
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3159 |
SHOWSTOPPER |
CONSIDER |
V1.7 - Alpha Core WebGL |
^ Update instructions on disabled buttons to explain why.Preview: March 25, 2023:
This might not need to be a full, hardcore pass. Just setting up the mechanics and going with some basics may be more than enough.
Afterward, instead of crossing this off, it can be dropped in priority and revised. Consider. |
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3242 |
SHOWSTOPPER |
IMPLEMENT |
V1.7 - Alpha Core WebGL |
^ Add tooltips in fleet menuPreview: In the Fleet menu, when mousing over these terms, we should give the player an update on what it means to double as a live
glossary term:
Fleet: A group of ships under the command of the player
Fuel: The substance used to power ships for interstellar travel
Supply: The resources required to sustain a fleet during travel
Spies: AI drones used to gather information about planets
Declassified details: Information revealed by spies, classified by level of importance
Tech: Technological advancements of a planet
Pop: Population of a planet
Alliance: Political relationship between two or more factions
Resource allocation: The way resources are distributed on a planet
Military size: The size and strength of a planet's military forces
Cryo: Stasis mode for the fleet
Quantum sleep: A longer period of stasis for the fleet
Credits: The currency used in the game
Transports: Ships used to transport troops and supplies
Fighters: Spaceships used for combat
Troops: Military forces under the command of the player
Occupation: Dispatching troops to ensure control over a conquered planet
Conquest: The process of taking control of a planet by force
Rebellion: Insurgent forces seeking to reclaim territory
Collect taxes: Levying funds from a planet's inhabitants
Enlist troops: Recruiting troops to fill empty transports
Build ships: Creating new ships for the fleet
Purchase supplies: Buying resources to sustain the fleet during travel
Purchase fuel: Buying fuel for the fleet
Resource allocation: Managing the distribution of resources on an allied planet to improve production and quantity. |
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3646 |
SHOWSTOPPER |
CONSIDER |
V1.7 - Alpha Core WebGL |
Star Battle needs Surrender to quit or give up. |
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577 |
TOP |
IMPLEMENT |
V1.7 - Alpha Core WebGL |
^ Add mouse over descriptions of every stat in Fleet Manager UIPreview: This can be very involved and almost qualifies as a feature. It's debatable if we need this for version 1.7 and if so, whether it's a progress feature or not. We might be able to move this 1.8 Progress or Release. |
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578 |
TOP |
IMPLEMENT |
V1.7 - Alpha Core WebGL |
Add mouse over descriptions of every stat in Planet UI |
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937 |
TOP |
CONSIDER |
V1.7 - Alpha Core WebGL |
^ Max calc for all units : button that allows player to see the most they can afford of any unit to buy or item. Move...Preview: Move to 1.8 if too much of a pain in terms of UI work or math. It might not be necessary.
Also consider this a UI calc next to every unit on the list. |
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938 |
TOP |
CONSIDER |
V1.7 - Alpha Core WebGL |
^ Consider reducing military size.Preview: GE had at most 700 units by lightyear 1200. But more play testing is needed to confirm. |
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1564 |
TOP |
CONSIDER |
V1.7 - Alpha Core WebGL |
^ Player loses all fighters on planets where there was no losses in space. Fix.Preview: Game 14 taking Keligula (poorly named) demos an example of this. By winning against a primitive or limited planet, even in victory, space forces are set to 0.
It's possible we should disable the ability to assign space forces during battle with those types of planets to avoid losses and not bother with any code
fixes thereafter. If so, double check to make sure one can send space forces as occupied troops.
In game 14 against a superior planet where there are no fighters to worry about, the count is still set to 0 for the fleet. |
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2459 |
TOP |
CONSIDER |
V1.7 - Alpha Core WebGL |
Create strategy guide with rules and add link in game page. |
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2736 |
TOP |
CONSIDER |
V1.7 - Alpha Core WebGL |
Update Demo site to include downloadable PC file (in case of long load times for HTML) |
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2783 |
TOP |
CONSIDER |
V1.7 - Alpha Core WebGL |
Tester #1: allocation from 10% unrecoverable. Investigate |
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2785 |
TOP |
CONSIDER |
V1.7 - Alpha Core WebGL |
Tester #1: Speed up during battle mode should not wipe out forces |
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2789 |
TOP |
CONSIDER |
V1.7 - Alpha Core WebGL |
^ Tester #1 + 2: Didn't know what to do, large learning curve at startPreview: Tester#1 also commented he felt there were too many variables and didn't know what to do. |
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2831 |
TOP |
CREATE |
V1.7 - Alpha Core WebGL |
^ Add up and down arrow for number inputPreview: Adding up and down arrows in GUI for fleet menu should make it easier to increment or decrement. |
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2924 |
TOP |
CREATE |
V1.7 - Alpha Core WebGL |
Wallace: 75% penalty start closest planet to Player for easy win. |
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3095 |
TOP |
CONSIDER |
V1.7 - Alpha Core WebGL |
Sound FX: add pentatonic scale effect to buttons so as you mouse over it feels like a space piano |
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3156 |
TOP |
CONSIDER |
V1.7 - Alpha Core WebGL |
Add sound for buttons (all) key audio effect |
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3157 |
TOP |
CONSIDER |
V1.7 - Alpha Core WebGL |
Vary pitch on button sounds so it plays like a piano. |
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3158 |
TOP |
CONSIDER |
V1.7 - Alpha Core WebGL |
Kill background music to be replaced later based on key UI sound |
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731 |
HIGH |
QA |
V1.7 - Alpha Core WebGL |
Rename planets to their greek sheet names |
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930 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
Auto Calc cost on type when buying units (auto compute) |
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1866 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
^ Disable Space count for attack when planet has 0 space even if it's advanced to avoid loss bug after war. (reset to 0)Preview: You can also fix the problem at its root by preserving the count if the player submits x num of space units but the battle ends at 0. |
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2456 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
Limit 3D battle to 100 ships (we can also try 200) |
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2528 |
HIGH |
BUG |
V1.7 - Alpha Core WebGL |
^ Fix 'Camcel' buttonPreview: Cancel misspelled in menu |
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2531 |
HIGH |
BUG |
V1.7 - Alpha Core WebGL |
^ Flip the info and button menus so the Fleet commands are default and planet info optional. Preview: Flip the menus. It’s a drastic change but if you think about priority, you’re right. Button commands are more important than planet info. You're going to have more space to play.
Consider it. If too drastic, move for next phase testing. |
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2535 |
HIGH |
BUG |
V1.7 - Alpha Core WebGL |
^ Spy mechanics: Gui unclear about planet details. Preview: For the first time you don’t know what to do with that info when a drone arrives at their destination. Unsure what the hell that spy find out
but later on it says it arrived to its planet. It seems like there needs to be more info or some obvious means of disclosing what spies uncovered. |
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2541 |
HIGH |
QA |
V1.7 - Alpha Core WebGL |
Pre-calc number of units one can afford per category and during update absolute necessity. |
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2542 |
HIGH |
QA |
V1.7 - Alpha Core WebGL |
^ Star date makes nervous after attack. Limit AI ability to assault player to set value start like 500 lightyears. Preview: This can also be an option for the game, maybe in Player prefs or at start menu. In general limit the total number of choices Max to 4.
But allow players to decide how long before AI attacks either in an Easy, Medium, or Hard mode.
Other note: being attacked early on when you're a beginner player isn't fun. Make sure there's a means for them to know there's a possibility and
make that choice. We could pair this idea with the random resources option which is more advanced form of gameplay anyways.
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2547 |
HIGH |
QA |
V1.7 - Alpha Core WebGL |
If % contribution can vary, consider some advatange to taking less contribution or more in case of debt. |
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2551 |
HIGH |
QA |
V1.7 - Alpha Core WebGL |
Remind player they can double click to embark |
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2553 |
HIGH |
POLISH |
V1.7 - Alpha Core WebGL |
Credits and parts should have separate colors to diff their unit, what they are, and global color scheme with UI |
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2784 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
Tester #1: Too many variables in user experience |
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2786 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
Tester #1: Not a fan of stasis |
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2787 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
Tester #1: 75 lightyears to get supply in one play test felt too long |
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2788 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
Tester #1: think about having delivery drones for resource collection as an upgrade, spy drone mechanic. |
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2790 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
Tester #2:alignment of left and right side, need larger fonts, jarring to see so much text at once. |
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2791 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
Tester #1+2: assumed collecting taxes less than 100% beneficial or penalty if all used. |
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2792 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
Tester #2: Consider population mood |
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2793 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
Tester #2: feels like forever to build an army |
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2794 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
Tester #2: Didn't know transports were used to move troops |
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2795 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
^ Tester #2: sound as reward, 'Ching' on tax collection, 'grunt' or 'let's go' quote on army build, etc. Preview: "AK -47 for everybody" was one voice example in a game. You can have that for build army. Get 3-5 variations of relearning sound,
since a lot of the game is UI |
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2797 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
^ Tester #1: RNG didn't feel good. Preview: From this feedback the general sense from play test was how many behaviors and moments seemed
random but it was unknown to the player. It's difficult to surmise how this might be fixed other than to
inform the player as much as possible but there's not as much randomness as it appears. Not
sure how this may be solved except with more info or tutorial level when the time comes.
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2798 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
Tester #2: consider taxes too high risking rebellion (like task#2791) |
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2799 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL |
^ Tester #2: Experimented with various % to play the system. Consider implementing interest compounding. Preview: Think of money as being in a mutual fund and implement a savings rate. Based on the % collection, more money accrues. Player should know about this.
Not sure if to also include randomness of gains but given complaints of RNG, we might leave alone. Cause and effect give players greater sense of
control. |
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2927 |
HIGH |
CREATE |
V1.7 - Alpha Core WebGL |
look for slot sounds or Mario Kart inspired sound effects for general purpose |
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247 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Core WebGL |
Should there be a taxes/rebellion mechanics with economy? |
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957 |
MEDIUM |
QA |
V1.7 - Alpha Core WebGL |
The game is hard to get into at first. Not sure the solution but note. Move to v1.08 if not obvious. |
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2529 |
MEDIUM |
BUG |
V1.7 - Alpha Core WebGL |
Left menu is useless, think about consolidating buttons for videos, sound, etc. |
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2532 |
MEDIUM |
BUG |
V1.7 - Alpha Core WebGL |
^ There is nothing [like visual feedback] to show me (or sound) that my actions are doing something Preview: All actions need something to tell you you are doing it. I thought the menu confirmation page would accomplish that but I guess it fails? Maybe it needs something more obvious? |
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2533 |
MEDIUM |
BUG |
V1.7 - Alpha Core WebGL |
Sending a spy and has no sound indicating if it's send or not(nor visual feedback) |
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2534 |
MEDIUM |
BUG |
V1.7 - Alpha Core WebGL |
Build ship or collecting taxes missing feedback to know how long or how far it is into building units. |
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2540 |
MEDIUM |
QA |
V1.7 - Alpha Core WebGL |
KC: More handholding or tutorial level might help, maybe a limited, simple, start. |
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2543 |
MEDIUM |
QA |
V1.7 - Alpha Core WebGL |
^ KC: needs a sense of making progress. Preview: I'm not sure the full details but a few ideas come to mind:
1) Objectives completed at the start of the game. This would be better for a single player campaign mode but worth thinking about for player training
2) Some kind of progress bar, counter, or something that lets you know how well or poorly you're doing as you're building units and exploring the galaxy.
One example is how one should send at least all 9 of thier initial spy satellites and try to get information on at least 5 of the nearest planets around them.
3) This may be a cross over to the spy satellite mechanic but consider a bit of what Diablo, WOW, and other games like it do as far as objectives.
4) The suggestion of adding more planets came up as a solution but unsure how it may solve the problem directly. |
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2544 |
MEDIUM |
QA |
V1.7 - Alpha Core WebGL |
^ Option to choose number of planets at start. Move to later priority or stage if unimportant. Preview: This can work well with an options menu for a fully customized game experience including number of AI, randomization of resources, and so on. |
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2545 |
MEDIUM |
QA |
V1.7 - Alpha Core WebGL |
^ Add Custom game to menu, allow players to design based on the most important options. Preview: OPTIONS
• Number of planets
• Number of AI max
• Light years before AI first attack
• Resources: Random | Default
• Start Planet Population Size: Small | Medium | Large
• Start Planet Climate: Desert | Lush | Swamp | etc.
• Starting Planet: Random | [List of Planets] |
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2546 |
MEDIUM |
QA |
V1.7 - Alpha Core WebGL |
Collecting taxes becomes redundant, maybe automate |
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2548 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Core WebGL |
Add a rule: The higher the economy resource, the lower the prices of things. Works only after embark. |
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2549 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Core WebGL |
^ Compounding interest: add a rule where interest rates are given to planets that keep thier money. Preview: If you think of the money in taxes as being part of a stock or index fund, the contribution may allow for more gains over the long run when you
take only what you need to maximize growth over the long term. I can't guarantee this mechanic will work but it's one idea worth trying.
You could have overblown tax income in one pool as a result, giving players too much but in practice, the money runs out very fast
as more planets are conquered. Smaller planets may benefit from this also.
Not sure what would determine interest rates. But we may be able to hire an economist or upgrade to a central bank to get the highest
possible. In theory, it can be set high when there's not a lot of money and after a certain amount, it can go down. Or it can be totally random.
Interest rate mechanics need to be simple, make sense, and benefit gameplay. It's worth adding but requires major thought.
In real life, stocks gain or lose based on pessimism and optimism. It would be crazy if we allowed players to engage in intergalactic
stock trading to create a means for economic invasion. But we would need to create the means for population mood to occur, and
factor things such as climate, attacks, low resources such as fuel and supplies. (BINGO).
Practically speaking, the amount of fuel, parts, and agriculture on a planet should drive the interest rate for money growth. If you suck
a planet dry of it's resources, there's not much of a chance for the money to compound interest. But with war, it happens.
Try a first pass. If it doesn't bode well or results uncertain, push back and refine later on. Easily a rabbit hole. |
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2550 |
MEDIUM |
QA |
V1.7 - Alpha Core WebGL |
Player had no idea there was a minimum requirement for a round trip with supply and fuel ships. |
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2552 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Core WebGL |
Consider Add Occupied Troops as a means to increase planet defense. Also means to transfer defense troops to Fleet. |
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2554 |
MEDIUM |
QA |
V1.7 - Alpha Core WebGL |
Large learning curve. Figure out ways to reduce. |
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2308 |
LOW |
QA |
V1.7 - Alpha Core WebGL |
^ X should either be assigned tech or clamp pop to prod ratios when not advanced or superior. Preview: Given that we want to be done with Core already and might be undecided on this,
if you're not sure, move to Progress phase. |
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2588 |
LOW |
CREATE |
V1.7 - Alpha Core WebGL |
Full screen mode for game in Linux/Fox not responding or scaling to monitor |
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V1.7 - Alpha Core WebGL Marketing - Progress: 0% Completed:(0/8) Remaining: 8 |
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353 |
TOP |
QA |
V1.7 - Alpha Core WebGL Marketing |
Make Website it's own project for Star Kingdom |
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3555 |
TOP |
QA |
V1.7 - Alpha Core WebGL Marketing |
Consider posting on itch.io |
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1470 |
HIGH |
CREATE |
V1.7 - Alpha Core WebGL Marketing |
Add Powered by Task Tracker Pro at the bottom of the main menu. |
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3490 |
HIGH |
CONSIDER |
V1.7 - Alpha Core WebGL Marketing |
Release video with game features to try out |
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2462 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Core WebGL Marketing |
Optional: ask players to post comments and feedback on the Facebook page or link for game. |
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2463 |
LOW |
CONSIDER |
V1.7 - Alpha Core WebGL Marketing |
If not Facebook, figure out best place to get user feedback in a way that's fast, easy, and convenient. |
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175 |
NONE |
CONSIDER |
V1.7 - Alpha Core WebGL Marketing |
Consider Game rules page (or rather reconsider if to update or temporarily remove in favor of strategy guide) |
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185 |
NONE |
IMPLEMENT |
V1.7 - Alpha Core WebGL Marketing |
Online strategy guide |
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V1.7 - Alpha Progress - Progress: 7% Completed:(10/131) Remaining: 121 |
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130 |
HIGH |
QA |
V1.7 - Alpha Progress |
Figure out how long before Player can take over the galaxy |
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131 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
^ Consider whether to allow kingdom planets to grow defense or hinder enemy from gaining offensePreview: This may solve the problem of having armies too big on the enemy side as well as balance sentience on non-indie planets
since they can't conquer but it may also lead to enemy planets attacking one another since they can't grow their armies.
It also doesn't make sense if the Player has space and ground forces growing at astronomical levels and not be able to
recruit them for their Fleet.
This refers to space and ground forces growing during population rise, currently working only for independent planets |
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343 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
Look into planet upgrades as a mechanic |
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556 |
HIGH |
QA |
V1.7 - Alpha Progress |
^ Do Shares boost military, eco, ind, mining, or agriculture production? Check to make sure, fix math accordingly.Preview: I don't see production goes up based on shares but it's worth taking a look to make sure.
Ideally, I think what we'd want is for the total number to be the sum of all production, and then
have percentages reflect the reallocation of production points. Right now it doesn't do that.
But we should look at how it works to understand what it is doing. |
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958 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
^ Play Test: There should be a limit distance or some kind of minimum cost for travel...Preview: Some minimum cost should be considered to avoid going anywhere anytime when no units are purchased. A supply cost min and fuel min.
Play with this value. Do not apply to AI. Try 10% max of supply/fuel as a starting point.
Note: Similar to bug#"bugtracker.php?editmode=true&bugid=1490">1490< |
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966 |
HIGH |
QA |
V1.7 - Alpha Progress |
^ Play Test: On occupation, display count of light year to hold for success (might exist and be a UI but double check). Preview: It may be present but it's not accurate as I thought. Investigate because it can be very useful. |
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969 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
^ Play Test: Too much money at one point in a short time. It may have to do with extensive travel the way time passes. Preview: It's possible the limit of distance using a fuel minimum fixes this. If not, consider how much per light year or every x num of time economy grows.
The other idea I had was to reduce the time cost of travel by half so not as much time passes during embark. As a rule of thumb, the player should
not be able to pass 1200 light years before journeying to every planet.
On a larger scale, this may be an issue with all resources. Consider.
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970 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
^ Play Test: I wonder if we should limit travel distance as a hard rule? A fuel min requirement (and supply) may fix thisPreview: Related to Bug#"bugtracker.php?editmode=true&bugid=1478">1478<, a fuel and supply limit might fix this. It's hard
to say without testing the theory but there's not much of a justifiably reason to limit distance. We need a good reason or the idea
needs testing. Don't apply to AI, Player only (at this point).
|
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|
983 |
HIGH |
IMPLEMENT |
V1.7 - Alpha Progress |
^ Advisor: Take the same avatar from battle system and have a basic one at the bottom of the screen... Preview: Somehow squeeze an advisor button in the fleet manager window that enables pop up avatar.
For starters, have it perform three simple functions:
1. remind you to collect taxes if your funds are below 1900 (or default start)
2. remind you to send satellites if you haven't deployed any
3. suggest the best planet to attack (using AI attack logic) starting with non space planets with lowest defense and on.
also have it recommend the number of units to send to survive occupation
4. It denies it can help when there's nothing to report "please give me time, I'm sure whatever you decide will be the wisest of decisions"
5. Prompt a warning when the player does not have enough fuel or supply to get back home. Perhaps make it so that it's around 10% of budget to get home.
Last note: This will probably fall into the category of like, 5 bugs but for now we'll use the basic framework as a starting point and if it's not atrocious, or it proves
burdensome, then we'll break it into smaller tasks. |
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1012 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
Battle GUI 2D: Create and display env art background based on planet climate. Maybe even add a note or something. |
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|
1030 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
Planet Upgrade: Tech (cost and time - high) |
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|
1031 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
Planet Upgrade: Improve industry x2 |
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1032 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
Planet Upgrade: Improve agriculture, industry, etc. based on tech. x2 (make it expensive and take time) increase prod |
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1034 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
Max calc for all units : button to scrap all per unit in scrap menu |
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1059 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
^ Consider allowing some time for ships to build depending on the size of the order or total cost of parts. Notify on donePreview: One idea would be to use Cryostatis. You can start with a default of 5 as a test so that it can also be incorporated with AI.
Then figure out some basic formula for whatever length of time you'd be waiting perhaps based on the
number of ship parts. |
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1215 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
Satellite in moonsweous UI cuts off. Needs GUI adjustment to fit title bar |
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1463 |
HIGH |
IMPLEMENT |
V1.7 - Alpha Progress |
Spy Satellites: In UI write "3 recommended" |
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1563 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
Consider the option to sell agriculture, mining, and military for credits at market rate. Good way to make use of extra. |
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1565 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
Satellite should indicate when fleet AI occupies home planet or is away for invasion. |
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|
1699 |
HIGH |
BUG |
V1.7 - Alpha Progress |
Game 14 Moonsweous: Losing occupation should also mean losing AI sentience. Consider. |
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|
1700 |
HIGH |
BUG |
V1.7 - Alpha Progress |
Occupation on Moonsweous Game 14: Occupied status should negate AI fleet occupy rule |
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|
1868 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
Consider getting rid of the occupational block rule and allow invasion to happen anytime. (one fleet at a time only) |
|
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1869 |
HIGH |
BUG |
V1.7 - Alpha Progress |
Ship deployment on non advanced planets need to loss. Avoid this by not processing when add occupy forces occurs. |
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1876 |
HIGH |
CLEAN |
V1.7 - Alpha Progress |
Expand enlist ui to accommodate 1million, same for all major UI elements for Player |
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|
1934 |
HIGH |
IMPLEMENT |
V1.7 - Alpha Progress |
Superior planets should produce twice as many ship parts as an advanced planet with the same population. |
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2169 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
Somewhere we should display the price of supplies and fuel |
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2170 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
Upgrade: Banking system - allows fleet to collect taxes from all worlds at once. Super handy |
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2172 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
Think about adding comma for numerical values so you know if it's in thousand, million, and so on OR use spaces. |
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2198 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
Build Menu: show subtotal next to each unit cost (so you know the total price per category)" subtotal:000000 FUEL SHIPS" |
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2266 |
HIGH |
CONSIDER |
V1.7 - Alpha Progress |
consider space and ground force increase or bonus based on military allocation. |
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124 |
MEDIUM |
BUG |
V1.7 - Alpha Progress |
^ AI to AI War: Planets like Harlon stuck in rest mode.Preview:When new high tech home found, it attempts to update to a new destination but instead it rests, thinking it's current home is the new one.
Most likely theres a code malfunction:
//choose the closest hi-tech planet as new home, if any found, pick at random
if (hiTechPlanets.Any() && (!isAnyEmbarkForeign || isTechTransfer) && isPause) {
print("high tech home planets found: " + hiTechPlanets.Print());
//-- make it your new home planet. (repeat home planet process)
newGov = sortBest.First();
//NOTE: added for safety, check if new gov is same as current (order of operations since we're sorting again)
isNewGov = newGov != currentGov;
//update all empire territories and fleet with new government
homePlanetO = isNewGov ? homePlanetO.SwitchFleetGovernment(currentGov, newGov, iFM, territoryPlanets) : homePlanetO;
government = homePlanetO.government; //AIM update
Last time this bug was found was around the 6400 light year mark. Check and see if it can be hacked to reproduce. I did make some changes to this code as a quick fix.
It may have already been solved by this point. Double check to see if it can be reproduced or if it's fixed.
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273 |
MEDIUM |
QA |
V1.7 - Alpha Progress |
Option to surrender under chance and circumstance to avoid fight in large count |
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565 |
MEDIUM |
QA |
V1.7 - Alpha Progress |
AI to AI War : Take a second look at Troop increase to reduce AI insurrections. GetReserveCount() |
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|
959 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
^ Play Test: when fuel or supply low, unable to get home.Preview: Make home planet free only in this case or consider it. If this idea doesn't work, try something else. Unsure if to keep it as a mistake but you need the game
to end.
Another idea is to notify the player they ran out of the resources to go home and as a result their homeworld suffered a rebellion and their planet
became independent, game over. In this case, think about the conditions needed for this.
Consider the simplest solution. |
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|
963 |
MEDIUM |
QA |
V1.7 - Alpha Progress |
Play Test: Don't reveal military after attack if 0 satellites. |
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|
964 |
MEDIUM |
QA |
V1.7 - Alpha Progress |
^ Play Test: 1000 unit battles should have 10% death so instead of 1 loss per unit, make it 10 if any is triple digit, etcPreview: This is to speed up the battle times which seem to take forever. |
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|
967 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Play Test: part of me wishes I could switch to 2D mode when fighting in 3D feels like it might take too long. |
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|
968 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
^ Play Test: In 3D Battle Space, consider kamikaze showdown when SpaceBattle 3D passes 5 minutes or some time limit...Preview: Consider this idea with meteor shower event. For play testing the idea, you might not need to get fancy, perhaps a kill spree is enough and later in
Release builds or in version 1.08 add an event that excuses sudden death. Also, we might be able to simply turn sudden death into a 5 minute
event that puts all the ships in a die/kill frenzy. Test and consider. |
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|
971 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Play Test: Speed travel when distance at certain values to avoid long travel times across the galaxy. |
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|
984 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
^ Play Test: When home planet is occupied by an enemy, change message for player to something, letting them know the ...Preview: the enemy cannot attack but their forces lie in wait for your "departure to mount an attack, beware!".
This is under the condition that the player is in a kingdom territory with an AI is an occupying fleet
visiting but not invading. |
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|
985 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
^ Playtest: Game1C - Utopis territory planets have same entry 3 times. It's strange ...Preview: and needs either investigating or some kind of safety. |
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|
988 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Play test: Change text color of orbiting satellites to purpose when any en route. |
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|
|
989 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
^ Play Test: I'm too rich by star date 2859 just exploring the galaxy. Preview: This is somewhat related to the other bug entry suggesting to limit either the amount of time passing when in Embark or limit distance early in the game.
In theory if the embark issue is fixed, this might not be an issue. |
|
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|
|
|
991 |
MEDIUM |
QA |
V1.7 - Alpha Progress |
^ Play Test: Occupied planet didn't show military when taken by enemy but once a Kingdom planet. It should be the only ...Preview: It should be the only exception when no satellites are present. (this game has too many rules, haha). |
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|
992 |
MEDIUM |
QA |
V1.7 - Alpha Progress |
^ Play Test: There should be an icon when spy satellites en route.Preview: Here's an illustration of what they can look like. Minimally, add number next to planet name. |
|
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|
1066 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Advisor: Every X number of seconds, random gen advisor to check in and warn or encourage based on checks. |
|
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|
1067 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
What if we made planets invisible until a satellite or fleet approaches within a certain radius? have a found/total gui |
|
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|
1069 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
^ Consider a message event queue system so that as message box appears, it displays random events without missing a beat.Preview: In theory this is the same as having a random advisor that check in every x number of minutes and warns of any conditions in the game, otherwise you're told "good job".
If this is a repeat of any other bug, close! |
|
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|
1076 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Progress |
After save, have a confirmation message at the bottom of the screen that disappears on any button or planet click. |
|
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|
|
|
|
|
1103 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Consider borrowing money for war. If not paid back within 100 light years, it will be garnished from taxes until paid. |
|
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|
|
1147 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Planet Object: Occupying Fleet should be a list and all rights should be given to whomever is at the top (in theory) |
|
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|
1163 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Create a Scrap All option in the fleets Scrap submenu when stuck on a planet and unable to return home. |
|
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|
|
|
|
1164 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Tap up/down in unit count to increment unit count. |
|
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|
|
|
|
1183 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
When out of resources to go back home and needing to "strip bare" in scraps, make home planet glow or something. |
|
|
|
|
|
|
|
1184 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Add in Fleet GUI Government: under general info |
|
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|
|
1216 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Consider a max cap for player credits. (it would have to be some astronomical number, ha) |
|
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|
|
1217 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Start: Player Chooses AI Max count 1 - Max in starting screen questionnaire. |
|
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|
|
1235 |
MEDIUM |
CREATE |
V1.7 - Alpha Progress |
Scrap UI needs to indicate how much fuel or supply savings will come from scrapping. |
|
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|
|
1265 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Progress |
Observe how time passes during battle. Consider if to update all resources times light years during warfare. |
|
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|
|
|
1347 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Consider if to get rid of rebellion or insurrection. One is for the player the other is for enemy. But unclear in code |
|
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|
1435 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Planet X as Unknown won't trigger ProductionMin(). Meaning it can have hi tech without being one. Should we keep? |
|
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|
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|
|
1436 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
The Outcome script is a mess. Consider either cleaning it up and living with it. (MAJOR) Or push it further back v1.8 |
|
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|
|
|
1437 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Add total game time at the end of Game win or lose window msg |
|
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|
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|
|
1478 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Progress |
3D BATTLE GUI: add Long range update stat in gui bar |
|
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|
1479 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Progress |
Fleet GUI: Place supplies and fuel required on top of each other. |
|
|
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|
|
1480 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Progress |
Escape key should exit full screen mode |
|
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|
1481 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Progress |
3D BATTLE GUI: add Twin shoot stat in gui bar |
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1482 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Progress |
3D BATTLE: Consider making Last Straighter 50% chance damage or 0% critical hit. (or both) |
|
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|
1483 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Progress |
3D Battle: Consider either shield or a new upgrade called double armor that nullifies critical hit. |
|
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|
1576 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Progress |
^ consider running outcome 1 - 6 stats BEFORE occupation updates above, remove guimode as something that happens AFTER. Preview: consider running outcome 1 - 6 stats BEFORE occupation updates above, remove guimode as something that happens AFTER.
For now, we're keeping this complex condition as a band-aid until we can improve the logic in order of operations for outcomes.
(see GameManager.cs line 1456 approx for details )
if ((planet.occupyingFleet != null && planet.occupyingFleet.GetComponent().sentience != FleetManager.Sentience.Player) ||
(planet.postOccupationFleet != null && planet.postOccupationFleet.GetComponent().sentience != FleetManager.Sentience.Player))
planet.isPlayerDefeat = false;
|
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|
1586 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Consider autosave. I'm not sure where or how but it would be useful. If too soon, move for later. |
|
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|
1675 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Consider option to limit number of AI opponents on start questionnaire. |
|
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|
1877 |
MEDIUM |
OPTIMIZATION |
V1.7 - Alpha Progress |
Remove special characters in save names like !? etc. |
|
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|
1883 |
MEDIUM |
POLISH |
V1.7 - Alpha Progress |
Something UI-wise should indicate your home planet for Player. |
|
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|
1884 |
MEDIUM |
POLISH |
V1.7 - Alpha Progress |
^ Rebound sentience: when an AI is defeated and Player loses occupation, it regains autonomy with 0 units.Preview: When a player loses occupation of a defeated AI planet, if it's over 300 and time passes during travel, it will regain its
consciousness again but fail to notify the player. The conditions are met but may end up with 0 starting units.
If this happens we should do a condition check to give some kind of default amount of units to the AI after
it regains awareness. That way, even if it happens, we're not taking advantage of a bug but able to still
deal with a fight ahead so to speak. Also, default starting should be based on population size. |
|
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|
|
1901 |
MEDIUM |
BUG |
V1.7 - Alpha Progress |
When collecting taxes, ensure it can't go to -1 |
|
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|
1935 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
^ Consider how production might affect the price of supplies, parts, and fuelPreview: Agriculture: Agriculture produces supplies (food) and influences the price of supplies (the higher the allotment, the lower the price of supplies).
Economy: The economy produces taxes as well as determines the prices of ships, supplies, and fuel. The higher the economy resource, the more taxes produced and the lower the prices of things.
Note that the prices of items are determined when you arrive at a planet and do not change with a change in the economy allotment until you leave the planet. This eliminates the "cheat" of setting the
economy resource high just before purchasing something, and then setting it back down to it's normal level after the purchase simply to get a price break.
Industry: For advanced and superior technology planets, the industry resource determines the rate at which ship parts are produced. Ship parts are the basic components from which all ships are made.
Different ships require different amounts of parts, and you can decide how best to use the available parts. Superior planets produce twice as many ship parts as an advanced planet with the same population.
Military: The military resource produces troops for manning transports. When a planet is independent, the military resource affects the number of forces that planet has (in combination with the planet's population).
When a planet is occupied, the military resource (in combination with the planet's population) affects the rate at which your occupation forces attrition.
Mining: The mining resource produces fuel for the fleet and affects fuel prices. Note that primitive technology planets can not mine, and thus have no mining resource. |
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|
2199 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Have an advisor or something that shows the cheapest planet in kingdom to buy or build units or supplies and fuel. |
|
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|
2200 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Middle right square in UI has arrow that switches planet description to rates for supply, fuel, parts, etc. |
|
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|
|
2270 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Eliminate the 10% allocation minimum rule and adjust functions as well as lib accordingly. (BIG TASK) |
|
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|
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|
|
2271 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Allocation: during planet update, anything set to 10 or less should not get updated. |
|
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|
|
|
2320 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Progress |
^ Simplify MinMix pop presents into one int array rather than three for popDensity calc in PlanetObject. Preview: totalPopRanges should take over for small, mid, and large pop arrays . |
|
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|
2412 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Progress |
Consider lib ground and space force start based on military score. Maybe try using start qty value. |
|
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|
|
|
128 |
LOW |
BUG |
V1.7 - Alpha Progress |
AI to AI War: After government shift, also transfer all Spy satellite data to new planet by updating all planets |
|
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|
|
152 |
LOW |
QA |
V1.7 - Alpha Progress |
Resource planet transfer doesn't include resource planet update |
|
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|
170 |
LOW |
QA |
V1.7 - Alpha Progress |
Test Player remove enemy spy KVP's on win |
|
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|
321 |
LOW |
IMPLEMENT |
V1.7 - Alpha Progress |
Add a save game on exit |
|
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|
554 |
LOW |
QA |
V1.7 - Alpha Progress |
Random Map: Test how long it takes for Player defeat in Random Mode |
|
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|
566 |
LOW |
QA |
V1.7 - Alpha Progress |
^ Population penalty after war outcome (figure out basic rules and test). Move to v1.9 Core if need be.Preview: Consider 10% reduction to start and playtest to affirm. |
|
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|
|
594 |
LOW |
BUG |
V1.7 - Alpha Progress |
^ When AI attacks Player during long Embark, the animation can be seen playing in the BKG when it should be paused. Preview: This can be moved to Release if need be, negligible. |
|
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|
720 |
LOW |
CONSIDER |
V1.7 - Alpha Progress |
^ AI Managers Save Strings are in RunAI() instead of Update(). See if by chance setting a bool in Awake() and checking ...Preview: See if by some chance this is a better solution so we don't have to keep these String for AI save values buried at the bottom of RunAI()
but keep them as their own vars at the top of Update(). If this works , also consider doing same with Gizmos code in that same file
for the territory planets if necessary. |
|
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|
|
|
|
752 |
LOW |
CLEAN |
V1.7 - Alpha Progress |
Remove old AI() code, may no longer be needed. |
|
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|
|
|
831 |
LOW |
BUG |
V1.7 - Alpha Progress |
AI Activate: All planets have occupied fleet on start. Shouldn't be the case. |
|
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|
832 |
LOW |
QA |
V1.7 - Alpha Progress |
^ GameManager.cs: If No territories found for an AI controlled planet but the fleet remains. Test for any bugs.Preview: GameManager.cs line 1811: fleet.gameObject.SetActive(false);
I have concerns on the condition that an AI controlled Planet is removed from the game that setting it's
GameObject inactive versus destroying it as the original code intended could have adverse consequences.
The only way to guarantee it works is to test the conditions to ensure it works as designed.
Note: Even if initial tests work, there may still be bugs from this. If you don't find any immediate problem
it may be ok to move on and mark as complete OR push back to the Release phase, possible to version 1.8. |
|
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|
881 |
LOW |
QA |
V1.7 - Alpha Progress |
^ Fine tune AssignTroops() ratio to population as the game goes on.Preview: This is tricky, it requires testing and may not ever have an end, might be ongoing. Get 80% there, if inconclusive or in need of another try, move to version 1.08 Core or Progress. |
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|
|
|
884 |
LOW |
QA |
V1.7 - Alpha Progress |
Instantiate random planets on preset grid to prevent overlap |
|
|
|
|
|
|
|
885 |
LOW |
CONSIDER |
V1.7 - Alpha Progress |
Troop Increase: Consider since AI can attack just as Player, perhaps their worlds shouldn't increase once sentient. |
|
|
|
|
|
|
|
895 |
LOW |
CONSIDER |
V1.7 - Alpha Progress |
^ Consider adding Web and MacOS presets to GameManager so that certain UI, features, and other things can ...Preview: enable and disable based on presets for testing. Ideally, you want to disable things you don't need or care about with Web but keep it all on for MacOS. |
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|
908 |
LOW |
CONSIDER |
V1.7 - Alpha Progress |
^ Audio Manager on Start() and Level call the same assets. Consider making it it's own level or make any of them disable..Preview: Ideas to try and consider:
- You can try scriptable objects which are allowed to float between scenes but too much of it's functions are needed so this is ruled out.
- On Start() see if you can search for any of similar kind and disable
- isStandalone is supposed to fix this problem but it's a temp solution, check if perhaps it's the best
- Consider making the audio manager a level that remains loaded even if it's a pain to deal with
- Use scripting sorcery to disable the audio before level load (no reason why audio matters when loading...
- Maybe it doesn't matter. The concern is loading an unnecessary amount of audio objects and having them show up twice between scene loads. Deactivating might be the way to go. |
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|
|
|
939 |
LOW |
CONSIDER |
V1.7 - Alpha Progress |
Event: "Congrats! You have conquered half the galaxy!" |
|
|
|
|
|
|
|
955 |
LOW |
QA |
V1.7 - Alpha Progress |
Something about the UI feels flimsy. It might be the lack of parallax or something else. Move to 1.8 if not obvious. |
|
|
|
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|
|
|
956 |
LOW |
QA |
V1.7 - Alpha Progress |
On unknown planet select, suggest embark or send satellites |
|
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|
|
|
972 |
LOW |
BUG |
V1.7 - Alpha Progress |
Load Game doesn't work well if at all from Start Menu, constant crashing in build. Investigate. (not stable) |
|
|
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|
|
|
|
987 |
LOW |
CONSIDER |
V1.7 - Alpha Progress |
^ Consider expanding the planet library into 33 and possibly 50 different planets...Preview: ..so that in random mode, you don't know which ones you'll get.
Note: because of the save system, you'll ideally, want all of them in the map and then
disable SetActive based on start choices. |
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|
|
|
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|
|
1143 |
LOW |
IMPLEMENT |
V1.7 - Alpha Progress |
GUIManager: Remove "Units" from dropdown since it already has "probe" label on it. |
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|
|
1161 |
LOW |
CLEAN |
V1.7 - Alpha Progress |
IsHighTech() to replace: (bool isHiTech = militaryTarget.technology == PlanetObject.Technology.) |
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|
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|
|
1698 |
LOW |
CONSIDER |
V1.7 - Alpha Progress |
In battle summary and in general, space battle time should be 0 if there were no space battles. Check in case reset non. |
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|
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|
|
|
|
1701 |
LOW |
CONSIDER |
V1.7 - Alpha Progress |
^ AI or Player can ask for temporary alliance and joint attack on enemy planet with agreement to split spoilsPreview: Imagine getting a notification from the AI to go for a joint attack against a neighboring planet.
It asks if you want to help attack another planet and offers to split a % of the money found on
that planet along with any resources on it. It can also offer to pay you for your help as a bonus
even if you lose.
But it would also mean allowing players to bribe AI for the same thing as well as to figure out
on what condition should the AI agree with it. It's an interesting mechanic idea but may be
more than the scope of this Progress phase. If too much (which it might be), move to
Progress or Core 1.8 and beyond. |
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|
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|
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|
|
1705 |
LOW |
BUG |
V1.7 - Alpha Progress |
^ Game 14 Harlon Takes X - X joined kingdom when I occupied which was not supposed to happen. Fix (or patch)Preview: It's not a crash bug and technically this works in our favor but it's broken technically and should be fixed. The root of
the problem might have been that it gave me credit by mistaking my occupied fleet for the post occupied.
Investigate. Move to Patch or progress build if necessary.
It's tricky because oftentimes the attempt to fix this problem may end up causing more problems. Stability and being
able to finish is our priority at the moment. |
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|
1867 |
LOW |
CONSIDER |
V1.7 - Alpha Progress |
cool chime or sound when you get victory on planet, something like the Sega Chime or Metroid win |
|
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|
|
|
1902 |
LOW |
BUG |
V1.7 - Alpha Progress |
Remove Krysos from neutral planet count |
|
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|
|
|
765 |
MINIMUM |
CONSIDER |
V1.7 - Alpha Progress |
Consider renaming AIFleetManager and FleetManager, AIFleetController and FleetController since they will have multiple i |
|
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|
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|
|
|
776 |
MINIMUM |
CONSIDER |
V1.7 - Alpha Progress |
Task menu was depricated but it's manager is still active. Perhaps we can keep but move it to the Game Manager? |
|
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|
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|
778 |
MINIMUM |
CONSIDER |
V1.7 - Alpha Progress |
TaskMenuManager: Are we using this? Is it still relevant to the game mechanics? Revise. |
|
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|
|
|
835 |
MINIMUM |
CONSIDER |
V1.7 - Alpha Progress |
^ Consider standardizing Awake() to load components so we can always use in parallel with Restore(). It may not be ...Preview: It should be simple to streamline ISaveable loading but it's also a loaded issue given the amount of complexity involved.
The good news is there's a limit to the number of Objects that are saveable so we might not need to worry as much about it.
But it may help stabilize the game in a big way. |
|
|
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|
|
839 |
MINIMUM |
CONSIDER |
V1.7 - Alpha Progress |
^ Save / Load: consider if it's best to standardize updating data on Capture() rather than Update(). Does it matter? Part2Preview: This is a clone and follow up to bug "http://localhost:8000/bugtracker.php?editmode=true&bugid=1333">#1333< |
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|
920 |
MINIMUM |
IMPLEMENT |
V1.7 - Alpha Progress |
Consider MacOS IL2CPP Build. (Requires Unity build component install from UnityHub) |
|
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|
|
929 |
MINIMUM |
IMPLEMENT |
V1.7 - Alpha Progress |
Save game on 90 minute break |
|
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|
1578 |
MINIMUM |
CLEAN |
V1.7 - Alpha Progress |
^ Allocation Menu: Mining is small caps and yellow for no reason :)Preview: I wasn't able to repro. If you don't see this again by the time it's tested in progress, close.
Update August 9, 2022:
- Game 14 around star date 38060 has this occurring. It may happen as the game progresses. |
|
|
|
|
|
|
|
1585 |
MINIMUM |
BUG |
V1.7 - Alpha Progress |
Consider starting the Player with 300 to even the playing field on the sentience rule (250 actually) |
|
|
|
|
|
|
|
840 |
NONE |
CONSIDER |
V1.7 - Alpha Progress |
^ Don't know if to standardize the visibility of components in Unity inspector. It's good to spot bad connections but...Preview: Not sure if it matters. Check to see if by this point you're bothered by it or not. |
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|
|
|
V1.7 - Alpha Progress Marketing - Progress: 0% Completed:(0/1) Remaining: 1 |
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|
|
329 |
NONE |
QA |
V1.7 - Alpha Progress Marketing |
Make wallpaper to share with fans |
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|
|
V1.7 - Alpha Release - Progress: 10% Completed:(4/37) Remaining: 33 |
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|
140 |
HIGH |
CONSIDER |
V1.7 - Alpha Release |
Consider if a ship limit is needed for 3D battles or a multiplier to speed up the battles |
|
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|
|
551 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Release |
Try using a Log() scale to limit the increase of ships over time. |
|
|
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|
|
|
555 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Release |
^ Consider Prod To Pop Ratios at the Start() of PlanetObject or on Awake()Preview: Prod To Pop ratios are updated on population rise and set by that point. Values for production at the start of the game are meaningless.
Consider making a CalcProd() function used in the GameManager and in PlanetObject at the start of the game to keep planet
productions consistent. |
|
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|
564 |
MEDIUM |
CLEAN |
V1.7 - Alpha Release |
Star Map: remove Sun Krysos from planet count in upper left corner. |
|
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|
|
584 |
MEDIUM |
QA |
V1.7 - Alpha Release |
AI to AI War: Play with the idea of Moonsweous not being Alpha by default. It's overrated anyways. |
|
|
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|
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|
595 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Release |
^ Lone Wolf Rule: when a planet has no remaining forces in the galaxy, any opponent may be allowed to attack regardless...Preview: ...regardless if occupied. |
|
|
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|
|
750 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Release |
TaskMenuManager: sendSpyInQueuePlanet seems to be doing nothing. See if it's safe to eliminate. |
|
|
|
|
|
|
|
915 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Release |
^ Web Build: Unreachable code detected on Start Menu Load of game. May be fixed, test results. Preview: Side note: With more development ahead, while it's not a minor bug there is a workaround and our priority at this point is an internal play test.
We might as well move this again to the progress phase and revisit. Perhaps by then we either have a better solution or the problem
goes away on it's own, whichever comes first. |
|
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|
|
951 |
MEDIUM |
CONSIDER |
V1.7 - Alpha Release |
^ Playtest: Beginner overwhelm: you won't know what to do. A tutorial level might be needed but some means of ...Preview: Playtest note: I almost feel as though a tutorial level or something should be a serious of mission objects from start to finish t teach you the game.
If not, some other means like hints from the game itself might help or an assistant. Huge considering, move to release or Core 1.8 if too BIG an item. |
|
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|
|
|
952 |
MEDIUM |
BUG |
V1.7 - Alpha Release |
Mining attr yellow during occupation. |
|
|
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|
|
|
953 |
MEDIUM |
QA |
V1.7 - Alpha Release |
Play test: Easy to forget where you're occupying. Consider GUI type reenforcement. |
|
|
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|
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|
|
1075 |
MEDIUM |
IMPLEMENT |
V1.7 - Alpha Release |
Change MILITARY POWER to PLANET DEFENSE |
|
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|
|
127 |
LOW |
BUG |
V1.7 - Alpha Release |
Double check blitz minimum to make sure it attacks using current number of units. |
|
|
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|
|
|
129 |
LOW |
QA |
V1.7 - Alpha Release |
Some planets rest when none are in distance (check home planet conditions) |
|
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|
|
|
134 |
LOW |
IMPLEMENT |
V1.7 - Alpha Release |
Add Gov color on enemy planet when player satellites = 3 |
|
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|
135 |
LOW |
POLISH |
V1.7 - Alpha Release |
Make sun or star text color different to distinguish it as neutral |
|
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|
|
|
622 |
LOW |
CONSIDER |
V1.7 - Alpha Release |
Consider making galaxyPO = galaxy.GetComponentsInChildren a function since called more than once |
|
|
|
|
|
|
|
732 |
LOW |
IMPLEMENT |
V1.7 - Alpha Release |
Rename Agriculture, Economy, Military, etc. so differentiate. |
|
|
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|
|
|
777 |
LOW |
BUG |
V1.7 - Alpha Release |
Load game triggers Cryostasis or time forward. |
|
|
|
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|
|
|
954 |
LOW |
QA |
V1.7 - Alpha Release |
Web Build: 3D space battle choppy. Might be improved by this time but double check speed and FPS latency. |
|
|
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|
|
|
|
125 |
MINIMUM |
CONSIDER |
V1.7 - Alpha Release |
Consider making satellite limit for AI null or max since their wait timers are now default |
|
|
|
|
|
|
|
126 |
MINIMUM |
OPTIMIZATION |
V1.7 - Alpha Release |
Optimization: Make reserve count ratio a global var and integrate in use (tons of lines, chore work) |
|
|
|
|
|
|
|
132 |
MINIMUM |
POLISH |
V1.7 - Alpha Release |
AI color text with number of territories when 3 spy satellites are sent to their home base |
|
|
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|
|
|
|
136 |
MINIMUM |
OPTIMIZATION |
V1.7 - Alpha Release |
^ Optimization: Use GameObject find with Tag instead of Find for all Managers and key components. Preview: You can also move this to Release version 1.8 if you don't feel like doing this. |
|
|
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|
|
|
137 |
MINIMUM |
IMPLEMENT |
V1.7 - Alpha Release |
^ keep 3D battle GUI for enemy visible with a warning message like ...Preview: Transmission blocked. Must have 3 spy drones on Planet X to intercept enemy comm link. Consider moving this to Beta since it's for Player feedback and it doesn't break anything. |
|
|
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|
|
143 |
MINIMUM |
POLISH |
V1.7 - Alpha Release |
Update Planet Index spreadsheet with lib values for record keeping |
|
|
|
|
|
|
|
153 |
MINIMUM |
CONSIDER |
V1.7 - Alpha Release |
Consider adjusted battle speed in countdown on (based) highest value. (among all int) |
|
|
|
|
|
|
|
154 |
MINIMUM |
QA |
V1.7 - Alpha Release |
Test to make sure all satellite, info level, and GUI color changes are accurate to conditions. |
|
|
|
|
|
|
|
155 |
MINIMUM |
BUG |
V1.7 - Alpha Release |
Bug : occupying fleet remains full from Player slot when Planet becomes sentient... |
|
|
|
|
|
|
|
156 |
MINIMUM |
QA |
V1.7 - Alpha Release |
Shorten the time it takes for move ship time or make 3D faster somehow (in 3D battle) |
|
|
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|
|
|
157 |
MINIMUM |
IMPLEMENT |
V1.7 - Alpha Release |
^ GUI arrow control to preview selected planet history after 3 satellites or when kingdom (...Preview: Maybe when just 3 satellites) it's tricky to figure out a layout so you can see history. Also consider moving this to version 1.8 Release if you're not feeling it. |
|
|
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|
|
|
|
158 |
MINIMUM |
CONSIDER |
V1.7 - Alpha Release |
Should kingdom planet be notified when an enemy fleet has arrived during occupation? |
|
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|
|
|
161 |
MINIMUM |
OPTIMIZATION |
V1.7 - Alpha Release |
Optimization: Centralize Color palette |
|
|
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|
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|
|
|
|
|
V1.7 - Beta - Progress: 0% Completed:(0/4) Remaining: 4 |
|
|
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|
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|
|
|
|
581 |
MINIMUM |
QA |
V1.7 - Beta |
Publish Core Build for play testing. Make sure no crashes occur. |
|
|
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|
|
|
|
174 |
NONE |
CREATE |
V1.7 - Beta |
Planet Library Name, Backstory, Details update |
|
|
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|
|
|
194 |
NONE |
OPTIMIZATION |
V1.7 - Beta |
Optimization: Profiling |
|
|
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|
|
|
252 |
NONE |
IMPLEMENT |
V1.7 - Beta |
Menu: Prefs : Sound: Volume |
|
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|
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|
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|
|
|
V1.7 - Gold - Progress: 0% Completed:(0/12) Remaining: 12 |
|
|
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|
|
|
|
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|
|
|
3440 |
TOP |
CONSIDER |
V1.7 - Gold |
Gold tasks go here |
|
|
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|
|
|
176 |
HIGH |
IMPLEMENT |
V1.7 - Gold |
3D Mech Ground Battle |
|
|
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|
|
|
|
177 |
HIGH |
IMPLEMENT |
V1.7 - Gold |
Implement Mechs (just because) haha (consider for 1.9 if not necessary) |
|
|
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|
|
|
311 |
HIGH |
QA |
V1.7 - Gold |
StarMap Stars and FX pan with Star Map scrolling for parallax |
|
|
|
|
|
|
|
331 |
HIGH |
CONSIDER |
V1.7 - Gold |
Animated advisor with voice (this might be a lot so consider moving to version 1.9 if so) |
|
|
|
|
|
|
|
931 |
HIGH |
CONSIDER |
V1.7 - Gold |
^ 'Planet wishes to form alliance, do you accept?' mechanics. Not sure the conditions. Preview: For starters you can make it a 10% chance every so num of light years and only independent planets. |
|
|
|
|
|
|
|
932 |
HIGH |
CONSIDER |
V1.7 - Gold |
Pan space map in all four directions, experiment with square. If too crazy, move to v1.8 Core |
|
|
|
|
|
|
|
936 |
HIGH |
CONSIDER |
V1.7 - Gold |
Player given Envoy invite to surrender planet for a lump sum. |
|
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|
|
|
549 |
MEDIUM |
CONSIDER |
V1.7 - Gold |
Consider Log scale to limit max growth of military units. |
|
|
|
|
|
|
|
627 |
MEDIUM |
CONSIDER |
V1.7 - Gold |
Rewrite the save system to be more transparent, from scratch, try a second method. (move to v1.9 if too much) |
|
|
|
|
|
|
|
629 |
MEDIUM |
POLISH |
V1.7 - Gold |
^ Load planet preview image based on player current occupied (figure out how to automate it)Preview: I added a quick concept to show the idea. Love it but let's consider it optional. Not sure how we'll capture images on Save but prayers. |
|
|
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|
|
|
|
631 |
MEDIUM |
POLISH |
V1.7 - Gold |
^ Save System: Figure out a better way to gather, save, and load (more efficiently) all PlanetObject and GameObject vars. Preview: This is a debateable task. I can be moved over to Progress since it's not a showstopper, the game is progressble to the end, theoretically. Also, consider moving this to v1.9 if it's too much of a pain. |
|
|
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|
|
|
|
|
|
V1.8 - Moon - Progress: 0% Completed:(0/24) Remaining: 24 |
|
|
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|
|
|
|
|
|
|
|
|
986 |
MEDIUM |
CONSIDER |
V1.8 - Moon |
Playtest: Create a redundancy where no AI can have a planet on world tour that isn't a territory planet. |
|
|
|
|
|
|
|
142 |
LOW |
CONSIDER |
V1.8 - Moon |
^ Consider post invasion rule - any occupied planet can be attacked if the number of units ...Preview: is 3 times the total (or maybe 10) of planet's space and ground forces.
It's a means to solve the problem of a Player sitting still in it's home planet.
I'm banking on the idea that you can't. Eventually you're going to run out
of resources or become a sitting duck. The game gets boring at that point.
If anything, maybe once the AI has taken over the entire galaxy, it's given
permission to force invade. I'm not sure how the rules would work in that
regard, it's too soon until most of the testing has been done. |
|
|
|
|
|
|
|
165 |
NONE |
CONSIDER |
V1.8 - Moon |
Player purchase improved travel speed |
|
|
|
|
|
|
|
191 |
NONE |
QA |
V1.8 - Moon |
Adapted Difficulty |
|
|
|
|
|
|
|
192 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Implement Skill Level |
|
|
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|
|
|
|
251 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Menu: High Scores implementation (Clear all, view, and enter system) |
|
|
|
|
|
|
|
275 |
NONE |
QA |
V1.8 - Moon |
Test adding "select home world" at the start of the game as a key mechanic |
|
|
|
|
|
|
|
309 |
NONE |
CONSIDER |
V1.8 - Moon |
Battlemode Consider mechs and cruisers back in gameplay (maybe at 5 and 10 unit cost) |
|
|
|
|
|
|
|
414 |
NONE |
CREATE |
V1.8 - Moon |
Mechs: Create mech model |
|
|
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|
|
|
415 |
NONE |
CREATE |
V1.8 - Moon |
Mechs: Create bkg environment |
|
|
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|
|
|
|
416 |
NONE |
CREATE |
V1.8 - Moon |
Mechs:Create exit pods |
|
|
|
|
|
|
|
417 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Mechs: setup mechs with unit script |
|
|
|
|
|
|
|
418 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Mechs: battlemanager load ground units on start (BGMT loads mech count for both sides) |
|
|
|
|
|
|
|
419 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Mechs: Battlemanager options made for 3D mode |
|
|
|
|
|
|
|
420 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Mechs: End battle in Mech 3D mode happens with end button |
|
|
|
|
|
|
|
421 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Mechs: end button goes to ground outcome |
|
|
|
|
|
|
|
422 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Mechs: Auto kill units, count over bkg or fast attack mechs (decide method) |
|
|
|
|
|
|
|
427 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Mechs: attack target |
|
|
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|
|
|
|
428 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Mechs: attack enemy |
|
|
|
|
|
|
|
429 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Mechs: stop and shoot |
|
|
|
|
|
|
|
430 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Mechs: takes damage |
|
|
|
|
|
|
|
431 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Mechs: Dies |
|
|
|
|
|
|
|
432 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Mechs: kill count on death |
|
|
|
|
|
|
|
433 |
NONE |
IMPLEMENT |
V1.8 - Moon |
Mechs: new unit on kill like ship units |
|
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|
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V1.9 - Terra - Progress: 0% Completed:(0/37) Remaining: 37 |
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|
933 |
HIGH |
CONSIDER |
V1.9 - Terra |
Envoy from enemy planet tells you to go to hell (taunt) |
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|
|
1465 |
HIGH |
IMPLEMENT |
V1.9 - Terra |
^ Reward elapsed time in space war with increased resources (stardate * Time elapsed or something like that) (CONSIDER)Preview: Since this only happens when the Player is away on another planet and by choice, it shouldn't in theory break believability fiction. |
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|
1466 |
MEDIUM |
CONSIDER |
V1.9 - Terra |
^ Think about using Ultimate Replay 2.0 for space fight recaps.Preview: https://assetstore.unity.com/packages/tools/camera/ultimate-replay-2-0-178602?fbclid=IwAR0kJPWyGh2tz346WAYBcqlx6xNHW4_hyv1ROmGgEnst_ecqhOz3s68GsVY#description
recommended by Jules |
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|
159 |
NONE |
CONSIDER |
V1.9 - Terra |
Consider population decline penalty after losing war, depending on loss... |
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|
|
|
160 |
NONE |
CONSIDER |
V1.9 - Terra |
Consider creating an end game score sheet to show players how much each unit had won |
|
|
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|
164 |
NONE |
CONSIDER |
V1.9 - Terra |
Player notifcation when any Kingdom planet reaches population 100, 200, 300, etc. |
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|
167 |
NONE |
IMPLEMENT |
V1.9 - Terra |
Implementing planet upgrade of technology based on current status and population. |
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259 |
NONE |
QA |
V1.9 - Terra |
Find ideal kills per level up XP. Might raise Attack power and HP x100 |
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265 |
NONE |
QA |
V1.9 - Terra |
Test explode or kill on collision while in "Move' |
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266 |
NONE |
QA |
V1.9 - Terra |
Test the idea of clicking on a ship and having all units target the one you choose (with a cancel button) so there's direction control. |
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267 |
NONE |
QA |
V1.9 - Terra |
Introduce a high risk/ high yeild mechanic into Battle mode (very ambiguous, I know) |
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271 |
NONE |
QA |
V1.9 - Terra |
Enemy discoveryablility of player planets based on attack from and to needs polish and perfecting. |
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274 |
NONE |
QA |
V1.9 - Terra |
Navigation window mini of the whole galaxy system (needs to figure best way to UI) |
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276 |
NONE |
QA |
V1.9 - Terra |
Improve audio fade out between player and enemy turns |
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277 |
NONE |
CONSIDER |
V1.9 - Terra |
Consider making Player Character diaglogue give player tips in certain situations |
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278 |
NONE |
CONSIDER |
V1.9 - Terra |
Consider player or enemy control of Battle mode ships on planet with spy satellite |
|
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|
279 |
NONE |
CONSIDER |
V1.9 - Terra |
Consider player control of Battle mode ships when StarMap conquest reaches 50% occupation by either player or enemy |
|
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280 |
NONE |
QA |
V1.9 - Terra |
Test a game condition to be able to nuke a whole planet out of existance from the game. (maybe after like 200 ships or something) |
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281 |
NONE |
QA |
V1.9 - Terra |
Introduce Occupied territory by King or Queen conquered as secondary mode of defeat or primary |
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282 |
NONE |
QA |
V1.9 - Terra |
StarMap Introduce spy to casue misconduct and disciplinary action mechanic in enemy territory |
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283 |
NONE |
QA |
V1.9 - Terra |
StarMap Test Planet upgrades for ships to get permanment boosters at the start of a war. |
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284 |
NONE |
QA |
V1.9 - Terra |
StarMap Introduce misconduct and disciplinary action mechanic |
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285 |
NONE |
CONSIDER |
V1.9 - Terra |
Battlemode Consider making ships repair or upgrade by returning to thier carrier |
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286 |
NONE |
QA |
V1.9 - Terra |
BattleMode Test Nuclear option rule: during sudden death, the nuclear option is available to the player, all units are destroyed except randon last on list |
|
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295 |
NONE |
QA |
V1.9 - Terra |
Battlemode Ships glow red or the button flashes red when HP is down to about 10% |
|
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|
|
298 |
NONE |
QA |
V1.9 - Terra |
Battlemode Battlezone: Improve FX particles |
|
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|
306 |
NONE |
QA |
V1.9 - Terra |
Battlemode Look into camera shake Mechanics |
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|
327 |
NONE |
IMPLEMENT |
V1.9 - Terra |
Add Random meteor showers in the background on Menu and Game |
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|
330 |
NONE |
QA |
V1.9 - Terra |
Audio voice over acting |
|
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|
332 |
NONE |
QA |
V1.9 - Terra |
Find out how long a game takes per map, offering a 30, 60, and 90 minute map. |
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|
339 |
NONE |
QA |
V1.9 - Terra |
Solar System map (gameplay) |
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341 |
NONE |
CONSIDER |
V1.9 - Terra |
Look at other games and see if graphics and mechanics match up. |
|
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|
344 |
NONE |
QA |
V1.9 - Terra |
Battlemode Character Icons like Spike from Cowboy Bebop (more characters, dialogue, and variety) |
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|
423 |
NONE |
IMPLEMENT |
V1.9 - Terra |
Mechs: Units enum to fly up, dash forward fly down at random target (may need to be moved to a v1.9) |
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|
424 |
NONE |
CONSIDER |
V1.9 - Terra |
Mechs: Fly up working (optional) |
|
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|
425 |
NONE |
IMPLEMENT |
V1.9 - Terra |
Mechs: dash forward working |
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|
426 |
NONE |
CONSIDER |
V1.9 - Terra |
Mechs: fly down working (optional) |
|
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|
|
V2.0 - Dwarf - Progress: 2% Completed:(1/37) Remaining: 36 |
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|
178 |
LOW |
QA |
V2.0 - Dwarf |
Sound pass (upgrade) |
|
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|
195 |
LOW |
QA |
V2.0 - Dwarf |
Anim Intro (amazing) |
|
|
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|
|
141 |
MINIMUM |
OPTIMIZATION |
V2.0 - Dwarf |
Optimization: Cleanup and delete profuse, easy, unnecessary commented code |
|
|
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|
|
138 |
NONE |
QA |
V2.0 - Dwarf |
Use Star Shader for any planet allegiance as star |
|
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|
144 |
NONE |
IMPLEMENT |
V2.0 - Dwarf |
Add concept art swap (second page icon included) with planet in bottom right corner for details |
|
|
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|
|
162 |
NONE |
CLEAN |
V2.0 - Dwarf |
Clean up all color change code and conditions for FMGUI |
|
|
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|
|
|
179 |
NONE |
OPTIMIZATION |
V2.0 - Dwarf |
Optimization (profiling) |
|
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|
182 |
NONE |
IMPLEMENT |
V2.0 - Dwarf |
Hardcore Sound pass (music, FX, voice) |
|
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|
|
246 |
NONE |
QA |
V2.0 - Dwarf |
Audio: "We're setting off for [planet name], yeeeehhaaaawwww!!!" |
|
|
|
|
|
|
|
248 |
NONE |
QA |
V2.0 - Dwarf |
Audio: "Yeeeeehaaaaww, it's gonna be a one-way trip, boys!" yells voiceover when the number of supplies and fuel exceed a two way trip. "victory better be ours." |
|
|
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|
|
|
249 |
NONE |
QA |
V2.0 - Dwarf |
Audio : Psuedo FF victory chime when Planet has joined. |
|
|
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|
|
|
|
250 |
NONE |
QA |
V2.0 - Dwarf |
Audio: Psuedo Metroid power up acquire chime when planet has joined. |
|
|
|
|
|
|
|
253 |
NONE |
QA |
V2.0 - Dwarf |
UI element for planet you're orbiting (circle around it) |
|
|
|
|
|
|
|
254 |
NONE |
QA |
V2.0 - Dwarf |
UI element for selected planet (square) |
|
|
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|
|
|
|
255 |
NONE |
QA |
V2.0 - Dwarf |
Spacebar/Enter/ Return to select planet you're orbiting |
|
|
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|
|
|
257 |
NONE |
QA |
V2.0 - Dwarf |
=' or '-' key speeds up or slows scrolling story or planet attacks (optional) |
|
|
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|
|
|
|
258 |
NONE |
QA |
V2.0 - Dwarf |
Esc key cances most dialog screens |
|
|
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|
|
|
|
269 |
NONE |
IMPLEMENT |
V2.0 - Dwarf |
Add progress bar during enemy thinking |
|
|
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|
|
|
|
270 |
NONE |
QA |
V2.0 - Dwarf |
Message changes on Fortify Mouse over |
|
|
|
|
|
|
|
296 |
NONE |
QA |
V2.0 - Dwarf |
Battlemode Fix textures on the Planets, potentially a new shader, improve res |
|
|
|
|
|
|
|
297 |
NONE |
CONSIDER |
V2.0 - Dwarf |
Battlemode Alien writing when Enemy battle bar appears without sattellite (consider) |
|
|
|
|
|
|
|
299 |
NONE |
QA |
V2.0 - Dwarf |
Battlemode Test camera lock to POV on occasional ships and figure best conditions for it |
|
|
|
|
|
|
|
300 |
NONE |
QA |
V2.0 - Dwarf |
Battlemode Improve explosions FX |
|
|
|
|
|
|
|
301 |
NONE |
QA |
V2.0 - Dwarf |
Battlemode Improve sound track for battle |
|
|
|
|
|
|
|
302 |
NONE |
QA |
V2.0 - Dwarf |
Battlemode Improve Shield FX |
|
|
|
|
|
|
|
305 |
NONE |
QA |
V2.0 - Dwarf |
Battlemode End summary stats at the completion of a battle with animations (countup) |
|
|
|
|
|
|
|
308 |
NONE |
QA |
V2.0 - Dwarf |
Battlemode More mutant look villians |
|
|
|
|
|
|
|
310 |
NONE |
CREATE |
V2.0 - Dwarf |
Battlemode Custom key shortcuts to battle mapping (create UI with player prefs system and UI) |
|
|
|
|
|
|
|
312 |
NONE |
QA |
V2.0 - Dwarf |
StarMap Improve Star Background in Start Menu |
|
|
|
|
|
|
|
314 |
NONE |
IMPLEMENT |
V2.0 - Dwarf |
StarMap Add animated nebula in Start Screen and Game |
|
|
|
|
|
|
|
315 |
NONE |
QA |
V2.0 - Dwarf |
StarMap Glowing planet mehcanic in Star Map |
|
|
|
|
|
|
|
323 |
NONE |
QA |
V2.0 - Dwarf |
Improve Sound FX pass for all buttons clicks and menu transitions, mouse overs, etc. |
|
|
|
|
|
|
|
324 |
NONE |
QA |
V2.0 - Dwarf |
More visual feedback needed overall when you click and interact with the game |
|
|
|
|
|
|
|
325 |
NONE |
QA |
V2.0 - Dwarf |
Run profiler and improve performance as much as possible |
|
|
|
|
|
|
|
326 |
NONE |
CLEAN |
V2.0 - Dwarf |
Script cleanup pass (consider all TODOs) |
|
|
|
|
|
|
V2.1 - Star - Progress: 0% Completed:(0/20) Remaining: 20 |
|
|
|
|
|
|
|
|
|
|
|
|
934 |
HIGH |
CONSIDER |
V2.1 - Star |
Player can send Envoy to taunt enemy. |
|
|
|
|
|
|
|
935 |
HIGH |
CONSIDER |
V2.1 - Star |
Player can send Envoy for peace offering to use money as a means to conquer planet. |
|
|
|
|
|
|
|
193 |
MEDIUM |
QA |
V2.1 - Star |
Preset maps or missions |
|
|
|
|
|
|
|
180 |
LOW |
IMPLEMENT |
V2.1 - Star |
Impletement Skill Level |
|
|
|
|
|
|
|
166 |
NONE |
IMPLEMENT |
V2.1 - Star |
Player purchase supply / fuel improvement upgrades. (note: AI strategy will need to be implemented... |
|
|
|
|
|
|
|
181 |
NONE |
IMPLEMENT |
V2.1 - Star |
Adapted Difficulty |
|
|
|
|
|
|
|
184 |
NONE |
IMPLEMENT |
V2.1 - Star |
Multiplayer prototype |
|
|
|
|
|
|
|
260 |
NONE |
IMPLEMENT |
V2.1 - Star |
Implement First Strike |
|
|
|
|
|
|
|
261 |
NONE |
QA |
V2.1 - Star |
Test increased bullet speed boost |
|
|
|
|
|
|
|
262 |
NONE |
QA |
V2.1 - Star |
Test increased defense boost |
|
|
|
|
|
|
|
263 |
NONE |
QA |
V2.1 - Star |
Test boosters for missle |
|
|
|
|
|
|
|
264 |
NONE |
QA |
V2.1 - Star |
Test Random Meteor shower event, 10% chance every 3 minutes or so. Forecast at start |
|
|
|
|
|
|
|
268 |
NONE |
QA |
V2.1 - Star |
Tutorial Level |
|
|
|
|
|
|
|
318 |
NONE |
QA |
V2.1 - Star |
StarMap Instead of only ‘war’, can we have another option like trading or bargain idk lol |
|
|
|
|
|
|
|
320 |
NONE |
QA |
V2.1 - Star |
StarMap Single Player story Campaign Level |
|
|
|
|
|
|
|
322 |
NONE |
CONSIDER |
V2.1 - Star |
Consider a sandbox battle mode where players can control ship speed, clustering, etc. |
|
|
|
|
|
|
|
345 |
NONE |
QA |
V2.1 - Star |
StarFox mode Easter Egg in Battle Mode 3D |
|
|
|
|
|
|
|
351 |
NONE |
QA |
V2.1 - Star |
(BattleZone) MBTI system ship targeting, move, and shoot behavior |
|
|
|
|
|
|
|
352 |
NONE |
QA |
V2.1 - Star |
StarMap (StarMap) MBTI system testin |
|
|
|
|
|
|
|
434 |
NONE |
IMPLEMENT |
V2.1 - Star |
Mechs: battle bar (might need to move to v.1.9) |
|
|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
V2.2 - Nova - Progress: 0% Completed:(0/11) Remaining: 11 |
|
|
|
|
|
|
|
|
|
|
|
|
287 |
NONE |
QA |
V2.2 - Nova |
Battlemode Test collective XP bonus on all ships mechanic for player |
|
|
|
|
|
|
|
288 |
NONE |
QA |
V2.2 - Nova |
Battlemode Collective XP, test raise sheilds for all ships on XP win |
|
|
|
|
|
|
|
289 |
NONE |
QA |
V2.2 - Nova |
Battlemode Test press and hold for charged attack mechanics |
|
|
|
|
|
|
|
290 |
NONE |
QA |
V2.2 - Nova |
Battlemode Test press and hold for charged attack mechanics |
|
|
|
|
|
|
|
291 |
NONE |
QA |
V2.2 - Nova |
Battlemode Test pre-set units per level (level 1 shoots 1, level 2 shoots 2, level 3 missles, 4, mechs...) |
|
|
|
|
|
|
|
292 |
NONE |
QA |
V2.2 - Nova |
Battlemode Battle Mode: Mousing over enemy during battle makes all units attack that one as their alpha target |
|
|
|
|
|
|
|
293 |
NONE |
QA |
V2.2 - Nova |
Battlemode Experiment with defense ratio in sudden death to favor defending planet instead of both sides. |
|
|
|
|
|
|
|
294 |
NONE |
CONSIDER |
V2.2 - Nova |
Battlemode Consider small, medium, and large preset battle radius based on planet sizes |
|
|
|
|
|
|
|
307 |
NONE |
QA |
V2.2 - Nova |
Battlemode Large army reward (50,100,150) during battle |
|
|
|
|
|
|
|
317 |
NONE |
QA |
V2.2 - Nova |
StarMap Go Into 3D mode on a planet selection by zooming in |
|
|
|
|
|
|
|
319 |
NONE |
QA |
V2.2 - Nova |
StarMap animated transition, film style, to the first map |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
V2.2 - Nova Marketing - Progress: 0% Completed:(0/2) Remaining: 2 |
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|
|
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|
|
|
|
|
|
|
|
340 |
NONE |
QA |
V2.2 - Nova Marketing |
Screen saver mode |
|
|
|
|
|
|
|
342 |
NONE |
QA |
V2.2 - Nova Marketing |
^ Exhibition Mode - good for using it as an art display. Preview: Exhibition Mode - good for using it as an art display. If you don't feel like playing the game but want to go into an educational mode to sell iPads or make your screen pretty. It's like an interactive wallpaper. |
|
|
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|
|
|
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|
|
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|
|
V2.3 - Supernova - Progress: 0% Completed:(0/6) Remaining: 6 |
|
|
|
|
|
|
|
|
|
|
|
|
183 |
NONE |
IMPLEMENT |
V2.3 - Supernova |
Anim Intro (amazing) |
|
|
|
|
|
|
|
303 |
NONE |
QA |
V2.3 - Supernova |
Battlemode Avatar expressions during combat |
|
|
|
|
|
|
|
304 |
NONE |
QA |
V2.3 - Supernova |
Battlemode Improve textures and modeling for ships |
|
|
|
|
|
|
|
316 |
NONE |
QA |
V2.3 - Supernova |
StarMap Animated tree UI Stems |
|
|
|
|
|
|
|
328 |
NONE |
QA |
V2.3 - Supernova |
Symphony orchestra opening at start menu |
|
|
|
|
|
|
|
346 |
NONE |
QA |
V2.3 - Supernova |
Battlemode Do something more with Avatar characters, animate them. Look for opportunity to make it like an anime |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
V2.4 - Nebula - Progress: 0% Completed:(0/8) Remaining: 8 |
|
|
|
|
|
|
|
|
|
|
|
|
334 |
NONE |
QA |
V2.4 - Nebula |
Spotify or Pandora streaming during space battles |
|
|
|
|
|
|
|
335 |
NONE |
IMPLEMENT |
V2.4 - Nebula |
Add Number Slot game (or any for fun) as a bonus |
|
|
|
|
|
|
|
336 |
NONE |
IMPLEMENT |
V2.4 - Nebula |
Add Spacetriss as a bonus game. |
|
|
|
|
|
|
|
337 |
NONE |
QA |
V2.4 - Nebula |
Weather forecast and seasonal change mode for game |
|
|
|
|
|
|
|
338 |
NONE |
QA |
V2.4 - Nebula |
Need Intro/story at the beginning, maybe we can choose character or shape of ship |
|
|
|
|
|
|
|
347 |
NONE |
QA |
V2.4 - Nebula |
Polishing the game in Hollywood mode. (I totally can't wait for Hollywood mode) |
|
|
|
|
|
|
|
348 |
NONE |
QA |
V2.4 - Nebula |
Hidden Contra Level Easter Egg |
|
|
|
|
|
|
|
350 |
NONE |
QA |
V2.4 - Nebula |
Choose Character Avatar at the beginning |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
V2.4 - Nebula Marketing - Progress: 0% Completed:(0/1) Remaining: 1 |
|
|
|
|
|
|
|
|
|
|
|
|
349 |
NONE |
CONSIDER |
V2.4 - Nebula Marketing |
Consider a reskinned version of the game in pixel mode, sock puppet mode, anime, etc. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
V2.5 - Galaxy - Progress: 0% Completed:(0/1) Remaining: 1 |
|
|
|
|
|
|
|
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3439 |
TOP |
CONSIDER |
V2.5 - Galaxy |
^ Versioning themesPreview: 1. Moon
2. Terra
3. Dwarf
4. Star
5. Nova
6. Supernova
5. Nebula
6. Galaxy
7. Quasar
8. Cluster
9. Supercluster
10. Universal
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