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Star Kingdom A space strategy game October 30, 2019

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Star Kingdom


   Progress 34%    Count(201/589)   

Days Since Start: 1854
Version: 1.0 .834 Beta


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V1.7 - Alpha Core WebGL - Progress: 11%    Completed:(8/71)      Remaining: 63
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.
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.
3646
SHOWSTOPPER
CONSIDER
V1.7 - Alpha Core WebGL
Star Battle needs Surrender to quit or give up.
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.
578
TOP
IMPLEMENT
V1.7 - Alpha Core WebGL
Add mouse over descriptions of every stat in Planet UI
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.
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.
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.
2459
TOP
CONSIDER
V1.7 - Alpha Core WebGL
Create strategy guide with rules and add link in game page.
2736
TOP
CONSIDER
V1.7 - Alpha Core WebGL
Update Demo site to include downloadable PC file (in case of long load times for HTML)
2783
TOP
CONSIDER
V1.7 - Alpha Core WebGL
Tester #1: allocation from 10% unrecoverable. Investigate
2785
TOP
CONSIDER
V1.7 - Alpha Core WebGL
Tester #1: Speed up during battle mode should not wipe out forces
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.
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.
2924
TOP
CREATE
V1.7 - Alpha Core WebGL
Wallace: 75% penalty start closest planet to Player for easy win.
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
3156
TOP
CONSIDER
V1.7 - Alpha Core WebGL
Add sound for buttons (all) key audio effect
3157
TOP
CONSIDER
V1.7 - Alpha Core WebGL
Vary pitch on button sounds so it plays like a piano.
3158
TOP
CONSIDER
V1.7 - Alpha Core WebGL
Kill background music to be replaced later based on key UI sound
731
HIGH
QA
V1.7 - Alpha Core WebGL
Rename planets to their greek sheet names
930
HIGH
CONSIDER
V1.7 - Alpha Core WebGL
Auto Calc cost on type when buying units (auto compute)
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.
2456
HIGH
CONSIDER
V1.7 - Alpha Core WebGL
Limit 3D battle to 100 ships (we can also try 200)
2528
HIGH
BUG
V1.7 - Alpha Core WebGL
^ Fix 'Camcel' buttonPreview:
Cancel misspelled in menu
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.
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.
2541
HIGH
QA
V1.7 - Alpha Core WebGL
Pre-calc number of units one can afford per category and during update absolute necessity.
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.
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.
2551
HIGH
QA
V1.7 - Alpha Core WebGL
Remind player they can double click to embark
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
2784
HIGH
CONSIDER
V1.7 - Alpha Core WebGL
Tester #1: Too many variables in user experience
2786
HIGH
CONSIDER
V1.7 - Alpha Core WebGL
Tester #1: Not a fan of stasis
2787
HIGH
CONSIDER
V1.7 - Alpha Core WebGL
Tester #1: 75 lightyears to get supply in one play test felt too long
2788
HIGH
CONSIDER
V1.7 - Alpha Core WebGL
Tester #1: think about having delivery drones for resource collection as an upgrade, spy drone mechanic.
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.
2791
HIGH
CONSIDER
V1.7 - Alpha Core WebGL
Tester #1+2: assumed collecting taxes less than 100% beneficial or penalty if all used.
2792
HIGH
CONSIDER
V1.7 - Alpha Core WebGL
Tester #2: Consider population mood
2793
HIGH
CONSIDER
V1.7 - Alpha Core WebGL
Tester #2: feels like forever to build an army
2794
HIGH
CONSIDER
V1.7 - Alpha Core WebGL
Tester #2: Didn't know transports were used to move troops
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
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.
2798
HIGH
CONSIDER
V1.7 - Alpha Core WebGL
Tester #2: consider taxes too high risking rebellion (like task#2791)
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.
2927
HIGH
CREATE
V1.7 - Alpha Core WebGL
look for slot sounds or Mario Kart inspired sound effects for general purpose
247
MEDIUM
CONSIDER
V1.7 - Alpha Core WebGL
Should there be a taxes/rebellion mechanics with economy?
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.
2529
MEDIUM
BUG
V1.7 - Alpha Core WebGL
Left menu is useless, think about consolidating buttons for videos, sound, etc.
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?
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)
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.
2540
MEDIUM
QA
V1.7 - Alpha Core WebGL
KC: More handholding or tutorial level might help, maybe a limited, simple, start.
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.
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.
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]
2546
MEDIUM
QA
V1.7 - Alpha Core WebGL
Collecting taxes becomes redundant, maybe automate
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.
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.
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.
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.
2554
MEDIUM
QA
V1.7 - Alpha Core WebGL
Large learning curve. Figure out ways to reduce.
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.
2588
LOW
CREATE
V1.7 - Alpha Core WebGL
Full screen mode for game in Linux/Fox not responding or scaling to monitor
V1.7 - Alpha Core WebGL Marketing - Progress: 0%    Completed:(0/8)      Remaining: 8
353
TOP
QA
V1.7 - Alpha Core WebGL Marketing
Make Website it's own project for Star Kingdom
3555
TOP
QA
V1.7 - Alpha Core WebGL Marketing
Consider posting on itch.io
1470
HIGH
CREATE
V1.7 - Alpha Core WebGL Marketing
Add Powered by Task Tracker Pro at the bottom of the main menu.
3490
HIGH
CONSIDER
V1.7 - Alpha Core WebGL Marketing
Release video with game features to try out
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.
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.
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)
185
NONE
IMPLEMENT
V1.7 - Alpha Core WebGL Marketing
Online strategy guide
V1.7 - Alpha Progress - Progress: 7%    Completed:(10/131)      Remaining: 121
130
HIGH
QA
V1.7 - Alpha Progress
Figure out how long before Player can take over the galaxy
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
343
HIGH
CONSIDER
V1.7 - Alpha Progress
Look into planet upgrades as a mechanic
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.
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<
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.
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.
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).
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.
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.
1030
HIGH
CONSIDER
V1.7 - Alpha Progress
Planet Upgrade: Tech (cost and time - high)
1031
HIGH
CONSIDER
V1.7 - Alpha Progress
Planet Upgrade: Improve industry x2
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
1034
HIGH
CONSIDER
V1.7 - Alpha Progress
Max calc for all units : button to scrap all per unit in scrap menu
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.
1215
HIGH
CONSIDER
V1.7 - Alpha Progress
Satellite in moonsweous UI cuts off. Needs GUI adjustment to fit title bar
1463
HIGH
IMPLEMENT
V1.7 - Alpha Progress
Spy Satellites: In UI write "3 recommended"
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.
1565
HIGH
CONSIDER
V1.7 - Alpha Progress
Satellite should indicate when fleet AI occupies home planet or is away for invasion.
1699
HIGH
BUG
V1.7 - Alpha Progress
Game 14 Moonsweous: Losing occupation should also mean losing AI sentience. Consider.
1700
HIGH
BUG
V1.7 - Alpha Progress
Occupation on Moonsweous Game 14: Occupied status should negate AI fleet occupy rule
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)
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.
1876
HIGH
CLEAN
V1.7 - Alpha Progress
Expand enlist ui to accommodate 1million, same for all major UI elements for Player
1934
HIGH
IMPLEMENT
V1.7 - Alpha Progress
Superior planets should produce twice as many ship parts as an advanced planet with the same population.
2169
HIGH
CONSIDER
V1.7 - Alpha Progress
Somewhere we should display the price of supplies and fuel
2170
HIGH
CONSIDER
V1.7 - Alpha Progress
Upgrade: Banking system - allows fleet to collect taxes from all worlds at once. Super handy
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.
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"
2266
HIGH
CONSIDER
V1.7 - Alpha Progress
consider space and ground force increase or bonus based on military allocation.
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.
273
MEDIUM
QA
V1.7 - Alpha Progress
Option to surrender under chance and circumstance to avoid fight in large count
565
MEDIUM
QA
V1.7 - Alpha Progress
AI to AI War : Take a second look at Troop increase to reduce AI insurrections. GetReserveCount()
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.
963
MEDIUM
QA
V1.7 - Alpha Progress
Play Test: Don't reveal military after attack if 0 satellites.
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.
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.
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.
971
MEDIUM
CONSIDER
V1.7 - Alpha Progress
Play Test: Speed travel when distance at certain values to avoid long travel times across the galaxy.
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.
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.
988
MEDIUM
CONSIDER
V1.7 - Alpha Progress
Play test: Change text color of orbiting satellites to purpose when any en route.
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.
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).
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.
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.
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
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!
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.
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.
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)
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.
1164
MEDIUM
CONSIDER
V1.7 - Alpha Progress
Tap up/down in unit count to increment unit count.
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
1216
MEDIUM
CONSIDER
V1.7 - Alpha Progress
Consider a max cap for player credits. (it would have to be some astronomical number, ha)
1217
MEDIUM
CONSIDER
V1.7 - Alpha Progress
Start: Player Chooses AI Max count 1 - Max in starting screen questionnaire.
1235
MEDIUM
CREATE
V1.7 - Alpha Progress
Scrap UI needs to indicate how much fuel or supply savings will come from scrapping.
1265
MEDIUM
IMPLEMENT
V1.7 - Alpha Progress
Observe how time passes during battle. Consider if to update all resources times light years during warfare.
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
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?
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
1437
MEDIUM
CONSIDER
V1.7 - Alpha Progress
Add total game time at the end of Game win or lose window msg
1478
MEDIUM
IMPLEMENT
V1.7 - Alpha Progress
3D BATTLE GUI: add Long range update stat in gui bar
1479
MEDIUM
IMPLEMENT
V1.7 - Alpha Progress
Fleet GUI: Place supplies and fuel required on top of each other.
1480
MEDIUM
IMPLEMENT
V1.7 - Alpha Progress
Escape key should exit full screen mode
1481
MEDIUM
IMPLEMENT
V1.7 - Alpha Progress
3D BATTLE GUI: add Twin shoot stat in gui bar
1482
MEDIUM
IMPLEMENT
V1.7 - Alpha Progress
3D BATTLE: Consider making Last Straighter 50% chance damage or 0% critical hit. (or both)
1483
MEDIUM
IMPLEMENT
V1.7 - Alpha Progress
3D Battle: Consider either shield or a new upgrade called double armor that nullifies critical hit.
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;
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.
1675
MEDIUM
CONSIDER
V1.7 - Alpha Progress
Consider option to limit number of AI opponents on start questionnaire.
1877
MEDIUM
OPTIMIZATION
V1.7 - Alpha Progress
Remove special characters in save names like !? etc.
1883
MEDIUM
POLISH
V1.7 - Alpha Progress
Something UI-wise should indicate your home planet for Player.
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.
1901
MEDIUM
BUG
V1.7 - Alpha Progress
When collecting taxes, ensure it can't go to -1
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.
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.
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.
2270
MEDIUM
CONSIDER
V1.7 - Alpha Progress
Eliminate the 10% allocation minimum rule and adjust functions as well as lib accordingly. (BIG TASK)
2271
MEDIUM
CONSIDER
V1.7 - Alpha Progress
Allocation: during planet update, anything set to 10 or less should not get updated.
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 .
2412
MEDIUM
CONSIDER
V1.7 - Alpha Progress
Consider lib ground and space force start based on military score. Maybe try using start qty value.
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
152
LOW
QA
V1.7 - Alpha Progress
Resource planet transfer doesn't include resource planet update
170
LOW
QA
V1.7 - Alpha Progress
Test Player remove enemy spy KVP's on win
321
LOW
IMPLEMENT
V1.7 - Alpha Progress
Add a save game on exit
554
LOW
QA
V1.7 - Alpha Progress
Random Map: Test how long it takes for Player defeat in Random Mode
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.
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.
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.
752
LOW
CLEAN
V1.7 - Alpha Progress
Remove old AI() code, may no longer be needed.
831
LOW
BUG
V1.7 - Alpha Progress
AI Activate: All planets have occupied fleet on start. Shouldn't be the case.
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.
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.
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.
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.
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.
956
LOW
QA
V1.7 - Alpha Progress
On unknown planet select, suggest embark or send satellites
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)
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.
1143
LOW
IMPLEMENT
V1.7 - Alpha Progress
GUIManager: Remove "Units" from dropdown since it already has "probe" label on it.
1161
LOW
CLEAN
V1.7 - Alpha Progress
IsHighTech() to replace: (bool isHiTech = militaryTarget.technology == PlanetObject.Technology.)
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.
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.
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.
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
1902
LOW
BUG
V1.7 - Alpha Progress
Remove Krysos from neutral planet count
765
MINIMUM
CONSIDER
V1.7 - Alpha Progress
Consider renaming AIFleetManager and FleetManager, AIFleetController and FleetController since they will have multiple i
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?
778
MINIMUM
CONSIDER
V1.7 - Alpha Progress
TaskMenuManager: Are we using this? Is it still relevant to the game mechanics? Revise.
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.
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<
920
MINIMUM
IMPLEMENT
V1.7 - Alpha Progress
Consider MacOS IL2CPP Build. (Requires Unity build component install from UnityHub)
929
MINIMUM
IMPLEMENT
V1.7 - Alpha Progress
Save game on 90 minute break
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.
V1.7 - Alpha Progress Marketing - Progress: 0%    Completed:(0/1)      Remaining: 1
329
NONE
QA
V1.7 - Alpha Progress Marketing
Make wallpaper to share with fans
V1.7 - Alpha Release - Progress: 10%    Completed:(4/37)      Remaining: 33
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
551
MEDIUM
CONSIDER
V1.7 - Alpha Release
Try using a Log() scale to limit the increase of ships over time.
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.
564
MEDIUM
CLEAN
V1.7 - Alpha Release
Star Map: remove Sun Krysos from planet count in upper left corner.
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.
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.
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.
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.
952
MEDIUM
BUG
V1.7 - Alpha Release
Mining attr yellow during occupation.
953
MEDIUM
QA
V1.7 - Alpha Release
Play test: Easy to forget where you're occupying. Consider GUI type reenforcement.
1075
MEDIUM
IMPLEMENT
V1.7 - Alpha Release
Change MILITARY POWER to PLANET DEFENSE
127
LOW
BUG
V1.7 - Alpha Release
Double check blitz minimum to make sure it attacks using current number of units.
129
LOW
QA
V1.7 - Alpha Release
Some planets rest when none are in distance (check home planet conditions)
134
LOW
IMPLEMENT
V1.7 - Alpha Release
Add Gov color on enemy planet when player satellites = 3
135
LOW
POLISH
V1.7 - Alpha Release
Make sun or star text color different to distinguish it as neutral
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.
777
LOW
BUG
V1.7 - Alpha Release
Load game triggers Cryostasis or time forward.
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.
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
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.
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.
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)
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.
158
MINIMUM
CONSIDER
V1.7 - Alpha Release
Should kingdom planet be notified when an enemy fleet has arrived during occupation?
161
MINIMUM
OPTIMIZATION
V1.7 - Alpha Release
Optimization: Centralize Color palette
V1.7 - Beta - Progress: 0%    Completed:(0/4)      Remaining: 4
581
MINIMUM
QA
V1.7 - Beta
Publish Core Build for play testing. Make sure no crashes occur.
174
NONE
CREATE
V1.7 - Beta
Planet Library Name, Backstory, Details update
194
NONE
OPTIMIZATION
V1.7 - Beta
Optimization: Profiling
252
NONE
IMPLEMENT
V1.7 - Beta
Menu: Prefs : Sound: Volume
V1.7 - Gold - Progress: 0%    Completed:(0/12)      Remaining: 12
3440
TOP
CONSIDER
V1.7 - Gold
Gold tasks go here
176
HIGH
IMPLEMENT
V1.7 - Gold
3D Mech Ground Battle
177
HIGH
IMPLEMENT
V1.7 - Gold
Implement Mechs (just because) haha (consider for 1.9 if not necessary)
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.
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.
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.
V1.8 - Moon - Progress: 0%    Completed:(0/24)      Remaining: 24
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
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
415
NONE
CREATE
V1.8 - Moon
Mechs: Create bkg environment
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
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
V1.9 - Terra - Progress: 0%    Completed:(0/37)      Remaining: 37
933
HIGH
CONSIDER
V1.9 - Terra
Envoy from enemy planet tells you to go to hell (taunt)
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.
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
159
NONE
CONSIDER
V1.9 - Terra
Consider population decline penalty after losing war, depending on loss...
160
NONE
CONSIDER
V1.9 - Terra
Consider creating an end game score sheet to show players how much each unit had won
164
NONE
CONSIDER
V1.9 - Terra
Player notifcation when any Kingdom planet reaches population 100, 200, 300, etc.
167
NONE
IMPLEMENT
V1.9 - Terra
Implementing planet upgrade of technology based on current status and population.
259
NONE
QA
V1.9 - Terra
Find ideal kills per level up XP. Might raise Attack power and HP x100
265
NONE
QA
V1.9 - Terra
Test explode or kill on collision while in "Move'
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.
267
NONE
QA
V1.9 - Terra
Introduce a high risk/ high yeild mechanic into Battle mode (very ambiguous, I know)
271
NONE
QA
V1.9 - Terra
Enemy discoveryablility of player planets based on attack from and to needs polish and perfecting.
274
NONE
QA
V1.9 - Terra
Navigation window mini of the whole galaxy system (needs to figure best way to UI)
276
NONE
QA
V1.9 - Terra
Improve audio fade out between player and enemy turns
277
NONE
CONSIDER
V1.9 - Terra
Consider making Player Character diaglogue give player tips in certain situations
278
NONE
CONSIDER
V1.9 - Terra
Consider player or enemy control of Battle mode ships on planet with spy satellite
279
NONE
CONSIDER
V1.9 - Terra
Consider player control of Battle mode ships when StarMap conquest reaches 50% occupation by either player or enemy
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)
281
NONE
QA
V1.9 - Terra
Introduce Occupied territory by King or Queen conquered as secondary mode of defeat or primary
282
NONE
QA
V1.9 - Terra
StarMap Introduce spy to casue misconduct and disciplinary action mechanic in enemy territory
283
NONE
QA
V1.9 - Terra
StarMap Test Planet upgrades for ships to get permanment boosters at the start of a war.
284
NONE
QA
V1.9 - Terra
StarMap Introduce misconduct and disciplinary action mechanic
285
NONE
CONSIDER
V1.9 - Terra
Battlemode Consider making ships repair or upgrade by returning to thier carrier
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
295
NONE
QA
V1.9 - Terra
Battlemode Ships glow red or the button flashes red when HP is down to about 10%
298
NONE
QA
V1.9 - Terra
Battlemode Battlezone: Improve FX particles
306
NONE
QA
V1.9 - Terra
Battlemode Look into camera shake Mechanics
327
NONE
IMPLEMENT
V1.9 - Terra
Add Random meteor showers in the background on Menu and Game
330
NONE
QA
V1.9 - Terra
Audio voice over acting
332
NONE
QA
V1.9 - Terra
Find out how long a game takes per map, offering a 30, 60, and 90 minute map.
339
NONE
QA
V1.9 - Terra
Solar System map (gameplay)
341
NONE
CONSIDER
V1.9 - Terra
Look at other games and see if graphics and mechanics match up.
344
NONE
QA
V1.9 - Terra
Battlemode Character Icons like Spike from Cowboy Bebop (more characters, dialogue, and variety)
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)
424
NONE
CONSIDER
V1.9 - Terra
Mechs: Fly up working (optional)
425
NONE
IMPLEMENT
V1.9 - Terra
Mechs: dash forward working
426
NONE
CONSIDER
V1.9 - Terra
Mechs: fly down working (optional)
V2.0 - Dwarf - Progress: 2%    Completed:(1/37)      Remaining: 36
178
LOW
QA
V2.0 - Dwarf
Sound pass (upgrade)
195
LOW
QA
V2.0 - Dwarf
Anim Intro (amazing)
141
MINIMUM
OPTIMIZATION
V2.0 - Dwarf
Optimization: Cleanup and delete profuse, easy, unnecessary commented code
138
NONE
QA
V2.0 - Dwarf
Use Star Shader for any planet allegiance as star
144
NONE
IMPLEMENT
V2.0 - Dwarf
Add concept art swap (second page icon included) with planet in bottom right corner for details
162
NONE
CLEAN
V2.0 - Dwarf
Clean up all color change code and conditions for FMGUI
179
NONE
OPTIMIZATION
V2.0 - Dwarf
Optimization (profiling)
182
NONE
IMPLEMENT
V2.0 - Dwarf
Hardcore Sound pass (music, FX, voice)
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."
249
NONE
QA
V2.0 - Dwarf
Audio : Psuedo FF victory chime when Planet has joined.
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)
255
NONE
QA
V2.0 - Dwarf
Spacebar/Enter/ Return to select planet you're orbiting
257
NONE
QA
V2.0 - Dwarf
=' or '-' key speeds up or slows scrolling story or planet attacks (optional)
258
NONE
QA
V2.0 - Dwarf
Esc key cances most dialog screens
269
NONE
IMPLEMENT
V2.0 - Dwarf
Add progress bar during enemy thinking
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)
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
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.
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
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