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Code_Todo
Anthony Long edited this page Jun 2, 2014
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32 revisions
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Refactor the Crafting window to use a grid like structure instead of the plain list
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Refactor the notification system to be less laggy -
Support for HTML Content in tooltips -- Switch everything to use powertip
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Gather more statistics on actions performed and display them somewhere
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Add solar system as travel UI -
Add element information to planet image overlay, eg what the planet contains.
- update the gear ui to look a little better -- (Something like http://www.openorpg.com/wp-content/uploads/2014/05/charactertest.gif)
- Evaluate the stats properly for the equipped gear
- add a stat display in the gear panel below the gear or if merged with the inventory as a side panel
- 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
add drag & drop for items in the grid- update the gear to re-use some of the inventory code
add drag & drop for items between the grid and gear- show item informations in details when single clicking an item
- add oxygen cost to planet data and update accordingly in update loop
remove fixed oxygen drain on earthimplement travel function in between _leaveOrbit and _enterOrbit based on distancehide ui controls and switch to travel layout
- Implement random chance of fight when flying between planets.
- Implement random chance of fight when scavenging.
- Make stats on weapons and items work.
- 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.