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Code_Todo
Anthony Long edited this page Jul 20, 2014
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32 revisions
Implement a character select screen, for the class choosing part of the game. The modal should appear and not be able to be closed until you choose a character. Once you choose the character, never show it again.
Remove the hardcoded 5 max actions per second from DGS, and instead make the limit based on the players stats.
- Clicking on a craftable item should open a modal, that gives extra information.
- Add planets that the required elements are found on, to the tool tips.
- Add option to tooltip to craft multiple via text input. Show the maximum you can make in the tooltip.
- Move slot system into storage.js
- have storage.js fill in empty slots, no limit on slot count
- hook up the storage sort function to collapse the items into slots
- reset currently does not clear the slot display
- update the gear to re-use some of the inventory code
- show item informations in details when single clicking an item
- Implement level cap system, which sets your cap based on what progress you've made in the story. eg leaving earth cap of 1 is raised to 10.
- Solar system modal should appear to be windowless, and set opacity class on everything behind it.
- Tooltip when hovering over planet should display the contents of the planets next to it. (what elements are found on the planet)
- Make asteroid field mineable.
- update the gear ui to look a little better, inspiration from http://www.openorpg.com/wp-content/uploads/2014/05/charactertest.gif)
- Quests
- Define quests using JSON file, and load from it.
- Implement Modal for Quests.
- Rewrite the quest engine.
- Populate questing tab with quests, implement a filter system.
- Implement Ship Panel: set z-index on bottom most ship parts.
- Flying should require Fuel
- Flying should use x Fuel per y Miles
- Implement account system, username, email, password.
- Set up IRC server. Have nick automatically created with the user's credentials.
- Right now we're relying on constructor functions that define Planet and Player keys and values when they're created using a lot of (this.object = etc), it would be nice if we could instead have Player and Planet defined with Player.prototype = {key: value,} instead for organization.