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To-do List
#1
Things to do, in no particular order.
Easy tasks are in green. 'Easy' meaning I know roughly/exactly how to do them, but they'll take a lot of effort so I just can't be arsed yet...



Genetics, Breeding, Coats

- element layer should not be one fixed colour, instead have 9 versions. Pre-drawn, no imagick processing used here.
- and later, not a fixed shape but many possible marking shapes;  fire stripes, ice spots, glowing orbs, stuff coming from under paws/hooves, etc.

- add at least one layer of normal markings. Should wait until the basic body part shapes (below) are done first, to see what's needed or not.

-  add 'shapes' for the Additional, Beak/Leg and 4 wing body parts, so they're all effectively markings on top of Base (that never changes). They may be in the normal places, simply colouring those body parts... or they could appear elsewhere on body, like Outer Flights becoming stripes on the legs... or they could be invisible.

- decide on the 6 base stats every breed will have. Strength, Agility, Damage Reduction, Damage Nullification, Magic Power, Magic Resistance.  Then each creature's individual Size/Build/Aura will shift their breed's base stats, during battles, trials and other tasks.

- decide if each breed will have its own lifespan, typical number(s) of eggs laid per breeding, growth rate, etc. Breeding and aging scripts are all set up to use these things, if we do add them.


Gene Lab

Working, for now. Like everything else, needs nicer layout/design.
I like to save space and promote recycling, so you can't create a new custom griff, only edit an existing one. For now, at least.

- when pixel sprites are redone, use one for the dynamic preview. You could click a button 'Update Preview' and AJAX sends back the new sprite, of the correct breed/sex/age. Then you can generate the final coat preview. I'll try to make the pixel sprites as similar as possible to the main coats - same poses etc.

- you have a row in DB that stores the details of your current 'gene experiment', but whenever visiting the genelab page fresh, none of these genes are loaded on page; all the palettes are empty etc. This is nice if you like designing from scratch, but I expect some players will want to see the last-saved stuff, to keep tweaking.
...
Alternatively, players might want to 'load' the genes of a chosen griff they want to edit. So I'll need to figure out how to do this. Use AJAX to load all the palettes/options HTML, with certain colours pre-selected for every section.


Incubation

- reeeeaaallly need to figure out what all the Charms will be (what kind of stone can influence which egg genes?), and make them. Difficult to progress with the charm system until they're decided.
- add the 9 spell effects (different growth rates, charm chances) for the nest types.
- add the dozens of charm effects, looping through eggs.
- allow editing and deletion of nests.
- add the limit of 9 chicks or eggs in any nest (except each user's limitless Starter nest, where new eggs/chicks appear after being adopted or sent by others).
- finish the egg/chick list display, with checkboxes for moving them between nests. Can copy this from flock page.
- allow users to instantly send eggs/chicks to other users, if don't want to abandon them.
- change Candling (shows breed) to a full gene test, and make AJAX pop-up box that shows genes when any user hovers or clicks on a tested egg/chick.

Raising creatures

Got the 'Daily Commands' system working, aimed at adults. Tell them to seek fights, food, resources or just wander. All the possible scenarios, chances and outcomes are stored in DB. Currently there's only one location and about 40 events (2 variations of 20 events).
- later, events will happen depending on the location each creature is in. Should be easy, just loooads of stuff to think up.

- need to add the hunger system. Every day it'll increase a bit. Depends on the breed's diet and what location they're in.  Fish-eaters will be fine in watery places, and herbivores will be fine in lush forests. But in deserts, snowfields or mountains...? Then they'll find little to eat, and you'll need to start teleporting food out to them, for 5 MP per item.
Feeding is free if they're at a home or city location; they can just come to the pantry.

- linked to the above, you'll be able to teleport healing and energy boost items out to distant creatures. And other peoples' creatures, from their profiles.

- not sure what to do about griffs picking up items far away. They can't just teleport everything back to your inventory, now we've established that costs MP.
So, give each explorer 8 slots to carry things? You can tell them to discard things, or teleport things back home.
You could equip individual griffs with err, Harnesses or sth, allowing them to carry up to 12 things at once.
... I think this would have to work like inventory system. Count how many things a griff currently has, if got 8, stop them from picking up another thing.


(note, wearables aren't counted as items the griff is carrying. You'll be able to teleport different wearables out to them, from roost pages.)

- not sure what to do about juveniles and adolescents. Tweak it into a Training system, to shape personality and build?
Juveniles cannot leave Home location, so your commands will have to be play/challenge/take for walk/whatever.
Adolescents can explore only around the capital city (underneath your island) so that's a bit more range, stuff to do.
(location 1 = home, 2 = runaway, 3 = infirmary... and more up to 10 might be used to mark other things, like being busy in wild/arena/group battle.
So 11 to 49 are free, for city locations.  50+ are outside the city, only adult creatures can venture out there.)

- need to implement the (yet another new) skills system. Griffs start at 0 for all, and learn skills by doing tasks. Flight, Swimming, Navigation, Culture, Hunting/Ambush, Magic, Healing, Geology/Mining... etc. Of course, wingless creatures can't ever get Flight skill, and some other breeds might be limited.

- need to add flock size limit. More perches can be built, purchased, won, gained by seniority, etc.

- (maybe?) get rid of the single Nest page, which generates random eggs for anyone to take, free.
Instead, make more random nests around the continents, where users can find pegasus and dragon eggs, and rarer breeds.
So you'd have to explore certain forests or reach mountain peaks, to find certain breeds' eggs.

- definitely get rid (or hide) the feral griff page. Like with the eggs, you should have to explore the wilderness to find ownerless griffs and have chance to claim them.
Each breed has its own favourite place; for example wingless Minoans inhabit ruined palaces, and winged ones are in the forests around them.
Aquilas and Pandions can be found in many lake or coast areas, sometimes together (like eagles and ospreys in real life).


Crafting

Lapidary workshop is working from start to finish. Turn raw bits of stone into various quantities beads/slices/cut gems, or smaller bits of stone. Small chances of getting extra items at end, and some recipes have failure chances and will give you a consolation item instead. (haven't added those yet tho)
Recipes are laid out in DB, very easy to add more and tweak. You have to choose a creature who'll oversee or help the human crafter with each job, and certain minimum skills can be required. They'll gain EXP after successes, and (later) will have chances to gain more skill points.
- need to carry on adding the full range of mineral items... and plan what kinds of jewellery, wearables, other items can be made. Zzzz. There are so many!
- for making Nest Charms or other enamelled items, will need to add metal wire, gum tragacanth, silica? and such materials. Prob need to expand the DB table for more ingedient slots.

- planning a kitchen to deal with food items (turn ingredients into meals, which give more energy/happiness/extra effects compared to feeding creatures raw food).
- a forge to handle smelting and metalwork. Different to gemstone stuff.
- some other workshops, forgot now

Garden is working from start to finish, needs more work though. Like the lapidary workshop, projects are nicely arranged in DB table; very easy to add new ones or tweak current ones.
- need to add some placeholder graphics! Just shitty scribbles to show each plant/project's growth stages.
- need to update the AJAX so it sends back not just 'you did X, plant grew Y points' messages, but also the new plant name/points/correct growth stage image etc - basically so it refreshes the visual contents of the plot.
- need to add more items (seeds, saplings, fruit/veg, fish, birds, axolotls, butterflies etc) to use in more projects - for starting them, or the rewards when harvesting.
- planning to have 10? different garden layouts to choose from, and a range of backgrounds. Should be easy to load the different CSS sheets.
- planned how decorations could work (like arches, extra flowerbeds, rocks, paths, patios). Should work with the different layouts too; have set positions for every possible item in div.
- set up public garden pages, so you can view other users' gardens and harvest the daily stuff from their plots. Yes, this may cause wars. I think it'll be entertaining. Smile

Item or spell effects to add (after hatching)

- restore breeding points.
- clear or re-randomise paint marks.
- neuter creatures (it's currently a potion, but could be a spell too? or various plants could do it, if eaten raw).

- think about 'flock enchantments' users can apply/activate, to increase the odds or introduce mutations during breedings. Or boosting whole flock's battle ability for a day or so.


Battle

- basic AJAX arena system is finished. Need to take away energy from griffs afterwards, so they can't keep fighting endlessly.
- should also change their happiness depending on win/loss/draw, but first need to update the 8 personality traits, to figure out what will influence their mood here.
- must automatically close any open battles after X minutes - preferably without crons. Prob include that script snippet on a busy page somewhere.

- need to plan the full move list (what each breed knows by default, and can learn by levelling up or by teaching; only horned breeds can use horn attacks, etc)
- and actually add all those different attack/spell/defence functions, in battle script.

Also working on SRPG-style battlefield, with 4 griffs at a time. Movement, 'collision' and character-switching is done, in JS.  All griffs' XY co-ords and current HP are tracked, on PHP side.
- haven't started choosing attacks yet. Ideally all the same single-battle moves and spells will be usable here, but some will have different area affects, maybe.
- need to add some enemies, with their own arrays of moves to choose from, and make them do sth whenever a griff comes within their range.
- must think about simple AI. Can't do pathfinding, so... enemies just move vaguely in the direction of the nearest/weakest griff? Confused Using XY numbers etc.
If there are impassable things in the way, umm. Either loop through all the surrounding tiles and see if any others are passable, else the enemy will be forced to do sth else. They'll have buff spells etc to do.
- should design a few different battlefield layouts (fortress, ruins, river, forest, rocky desert...) with backgrounds, impassable/harmful tile arrays, lists of monsters that can be generated there, and lists of co-ords where monsters and griffs can randomly start from. And then when attacking is working, test them with different parties of griffs, to see how different the battles all are.

- after the SRPG-style battlefields are all working, then start thinking about how you can challenge other users' teams. Far away idea though...

Menagerie

These critters have own genes and dynamic coats. A bit simpler than main creatures - 5 body parts, 15 colours in 4 or 5 (?) shades, and the colours use a 'colour wheel' when breeding. Breeding is working, babies generated with correct details. No inbreeding here, but parents and grandparents are tracked, just because. x) Who doesn't like seeing ancestry tables and seeing which colours/marks were inherited from where?

- need to actually fix the 'colour wheel' so it loops around. I am totally crap at maths and just can't seem to get this simple calculation working. D:
- need to design and draw sooooo many bloody critters, halp
- need to elaborate on the different habitats (their designs/bg, which breeds go where) and allow user to move critters from the Stable to a habitat. Some critters are happy in many habitats, others are fussy and must be in a certain one. Each habitat has a limited number of spaces; user must buy more.
- need to prettify the whole thing, with profile layouts etc.
- have a whole Overview page (similar to main Flock page) where all critters are listed and searchable, and let other users see that page too.
- need to add options for users to rename, release (delete?), or send critters to other players. Don't wanna set up yet another trade system for these things, nor have heaps of ugly ones in the wild, taking up space.


Other stuff to do in-game

- random events system is done, just needs loooads more variety.
- achievements and avatar collecting are done, again just need more! ... and they actually need to be drawn lol, instead of crappy placeholders.

'Quick tasks' is a public noticeboard with 40 or so instant quests/tasks to do. NPCs ask for a creature of certain breed, sex, colour, ability... all sorts of traits.
If you have any creatures who meet the requirements, just click and the task will be done, getting you some money, and the chosen creature gets EXP.
You can do up to 10 per day. A new one is generated for each one finished. If some are too hard, another player should be able to do them, so the whole community won't get stuck.
- need to add moooore tasks, of course. So many possible scenarios, of different difficulty levels, and stories (there's text/art before and after task is done).
- need to add a DB column with list of items that can be gained, and give those for some rewards. Instead of just money all the time.

- still haven't got round to redoing all item functions, to use from inventory... must add sell function there too.

Shops are working, both on a single shop page that gets number/name from URL and fetches the correct style/stock/NPC, and as pop-up divs.
The pop-ups will be good for exploring - your griff runs past a market stall and you can start buying right there!
I'll keep the main page-shops for some things. Cashing in your Arena Points and Seniority Points (from logging in every day) for rewards... and event prize shops too.

(... mmmaybe? not sure about the following idea)
- work on full employment system. You find a job a griff qualifies for, enter them. The contract will range from 1 to 30 days. Every day they'll get a salary (if you visit them that day) which could be money or an item chosen from the job's themed list. They'll gain some EXP and skills each day, and probably happiness if this job matches their personality.

- other side of employment system:  NPCs creating offers (or in some cases, having a fixed number of roles, such as military commanders' steeds, which many griffs will have to jostle for).
Users will also need to employ griffs in order to build more perches, expand their garden, build furnishings for home, etc. That will mean creating offers, and after the contract is filled and done, you'll receive the built thing.
Sometimes the salaries will be subsidised (for newbies mainly), other times you'll have to pay upfront. Like 5000 tokens to hire 2 griffs for a 2-day job, building a new perch.

- Ideally, jobs will be in groups rather than individual;  a user wanting to extend garden will require 5 griffs, for digging/fencing/guarding/watering/something. Only when all 5 jobs are filled can the project begin. And after X days, it'll be done and all 5 griffs will be jobless, with some EXP and skill gains.
- Not sure how to plan that DB table yet, though.
Have a table for 'job projects' with 5 slots for griff id/skill/requirement/salary/etc... or treat them all as single offers, linked by one job ID number?
Yeah, that's probably better. Generate the 5 (or however many) individual offers at once. Then when looking at that job's page, fetch them all, and see if they've been filled with a griff ID or are 0 still.

Your Island

- need to set up the whole island view; like gardens, must offer a range of preset layouts where buildings/landmarks can go, and different graphics (such as icy, desert, forested, cloudy, waterfall-y or fragmented islands).
- then when you've built a building (new perch/stable blocks, observatory, mine, game-room, gallery to show off your treasures, housing that invites citizens/NPC to appear on your island... need to plan all these!), plop it down on an empty plot somewhere.
- make public version of island page, so anyone can view anyone's island.

- interior of your fortress will be explorable. Decorate each room with furniture, rugs, banners, whatever. Purely aesthetic...
- allow you to position your griffs around fortress, either as eye-candy (a line of grey Achaemenids looking like statues, eek) or actual guards (starting fights with any visitor who runs past them). They'll have to be at location 1, your home island.

- hmm, what else...

Lore, World contents

- keep designing more NPCs, come up with their backstories and which locations they can be found in, on certain days... and what kinds of items/quests they offer...

- wooorrrlldddd maaapppssss. These PSD files of floating island layers are massive and still just basic terrain... no details, rivers, landmarks, province borders generated yet. D:
But when they are finally ready, I've already got some jQuery and image map code waiting, for a nice highlight effect when you hover over a province.
Then it will be easy to use AJAX to look up some info on the selected province, count the numbers of griffs there, etc.

- I have the idea of the maps starting off blank/dark, so you have to send explorers out there to 'fill in' each tiny province. Ofc this'll be tracked in DB and you can get achievements for every 10 new provinces uncovered, and getting to landmarks.

- I'm not a fan of those sites where you visit the same places daily and the content never changes. So let's record some details, like... the last time you visited each NPC, and what you did for them (finished a quest, gave them an item they asked for, or did nothing). Their dialogue and today's options can change a bit depending on that.
- The inhabitants of locations should all change daily. For example in an Observatory, one day several researchers are there offering quests. Another day, a couple of them are absent but someone else is visiting. It could be randomised, but same for all players, so they could inform each other if NPC X is somewhere today.

- have done some idea-writing about 12 Seasons (each one month long, with unique environment effects and events, and a special deity-ish creature that only appears that month). Haven't got round to drawing any yet. The whole site's CSS should change per season too; from icy, to stormy, to lush flowers, to bright pearly metallic...

- have started a day-night cycle, with different CSS. Need to ask for user's timezone during registration, and then use that; right now it's using server time.
Later, day/night should also affect explore maps, and NPCs/illustrations everywhere. Most shops will shut at night, but you'll probably find different merchants somewhere, with same items.
... oh, and weather! Like this idea (rain vs sun vs lightning, while exploring) but it would be a bit TOO much. The monthly seasons + day/night versions will be a lot to handle anyway.

Player avatars

Users will be able to shapeshift between a human, griff, pegasus, dragon, centaur, etc. But it'd also be quite nice to use the creature bases, so you can shift into any breed, and customise your coat by changing genes. 1 MP per gene change, so anyone can customise whenever.
Then the same wearables, palettes etc would be useable for players and creatures. Plenty of natural colours for those who'd like to stay humanoid.

- (maybe?) allow mage to reproduce with own flock creatures. Yeah, magic, it's weird stuff lol.
This would help you with getting desired markings etc on normal creatures (if you set up your own coat to be 'perfect', and hopefully you'll pass down some good stuff).
But it's a very distant idea. Zero priority right now.

Wearables (Adornments)

So far, there are 4 layers: Head, Collar, Legs, Tail. Certain items can only be placed on the right later.
But I wonder if the slots should just be flexible, so you can apply any combination of wearables, and organise them into different layer orders, visually.
That would definitely solve the nightmare of me trying to draw things around each other, and agonising over which layer they should be on!

- note, wearables will probably NOT be included in the imagick-generated pics. Only the actual creature bodies will be handled there, and wearables can be overlaid using CSS, on profile pages. That will allow you to play around with live preview, using JS to switch around layers.
I have some old JS script from my griff generators, that allows you to merge many transparent PNG images into one. So there can be a page somewhere for players to click a button and output an image of creature coat + all wearables. If they want to use that fancy image for graphics or whatever.

Other Customisation

- must finish the Appearance submission system. Not sure how to let users upload images safely. Prob should put them in a temp folder, and then upload to Amazon S3 bucket once approved.
- need to redo the gallery browsing options, and applying coats, using AJAX.
- need to set up a moderation page where entries can be accepted, declined (including a function with auto-punishment in case of serious broken rules) or edited by mods/admin. But the test coats are working fine, once added via DB.

- think about how to handle backgrounds. Currently they're all individual items. Should there be a central gallery where you can browse the whole range, and preview any griff in them, before buying/using (if you have the right BG in inventory)? ... yeah, that sounds good.
- should also have a few background (and foreground) layers, to be overlaid with CSS, on profiles. So you can put extra plants, animals, buildings, weather, spell effects etc around your creature's scene.

- (maybe?) allow 'Pattern' items that partially cover griff with a colour/texture/other design an artist painted. Like the standard paint markings, but with custom contents. Flowers or rainbows or tartan...
This layer would need to be added to the imagick script, so it's cut out in the right body shape.
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