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Next steps.md

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For upcoming v0.4

Must haves

  • +template email, gather contacts, website text

Should haves

  • implement remaining changes proposed via Feedback
  • consider space in backpack when buying from shop
  • place collectible on the ground if you cannot pack a reward in your backpack?
  • access Backpack (Inventory)
  • automatic font size adaption
    • instead, try to start terminal maximized and print clear error message
    • research if it is feasible to make a web app out of Qrogue

For v0.5

  • Popup overhaul
    • +provide different positions like Top, Left, Right, Bot, Center, ...
    • tweak padding
    • +add default Speaker to grammar
    • +add page indication
    • +define in grammar whether the Popup is important enough to be reopened
    • +define intro message on level start? might make event stuff a lot easier
    • +Confirmation popup with custom choices and arrow controls?
    • +if alternative message is *None or *null etc. no message is shown if event is satisfied
  • Automated testing
  • Documentation

Tweaks

  • key input pauses?

Optionals

  • use TextBox instead of BlockLabels?

Ideas

  • Wave Function Collapse algorithm to create random maps instead of the current approach
  • when defeated by a puzzle, give option to continue trying in the trainings environment
  • Expeditions with hard difficulty are not generated room-wise but dynamically based on WFC (would need tunneling though)
  • fleeing pushes you back to your previous position? Else you could continue without having to solve a Puzzle, so special rewards could only be given as direct reward (bad for visuals since you don't see that)
    • would make it possible to unlock from the beginning (though we have to take care of events)
  • overhaul puzzle UI:
    • add "Move" choice
    • only list unplaced gates (gets rid of positional details which are not needed if "Move" is an option)
    • "Remove" is used until player cancels (back) or circuit is empty (gets rid of "Reset")
    • maybe also add "Place" ("Edit" would be to general since move and remove also edit) option?
    • this way the old "Confirm" can be done implicitely by going back after you're finished with placing/moving/removing and we don't have to implicitely commit on every change
    • don't tell the player all the time that the puzzle is not yet solved (they can see it cause the output is still red)

Finished

  • raise Errors in Logger instead of arbitrary positions, so we can actually log them!
  • implement normal Game Mode (playing without Tutorial Stuff on generated (?) Map)
    • make chance parameter of WildRooms more stable so 0.7 means 70% of all Tiles in the Room are Enemies
    • further enhance Factories for random selection of Collectibles, Riddles, Bosses
  • start in debug mode (HUD logs, all error output, cheats, simulator)
  • GameSimulator: seeds need to be set correctly so random stuff like flee chance doesn't hinder execution
  • new Hub area
  • new Tutorial based on Narrative update
  • create Rooms from file
  • custom GameData location also for Unix (via console arguments)
  • PyPI upload: https://medium.com/@joel.barmettler/how-to-upload-your-python-package-to-pypi-65edc5fe9c56
  • add Training-Table to Spaceship (implement with flee rate)
  • Quickstart menu point to directly start where "Q" in the spaceship starts
  • split tutorial into multiple small levels (w0 = exam on earth)
  • show qubits in circuit and stv
  • adapt "damaging" messages
  • show attempts for Riddle in HUD
  • Constraint based Puzzles (= "Challenges")
  • implement multi moves (e.g. 6+W = move up 6 times)