Closed kanethemediocre closed 9 months ago
11 planetary graphics are more or less what they need to be. Randomly generated planets have randomly placed and sized blobs, but could have a randomized number of blobs instead of always 3. Home system planets all have the same blob pattern based on the default ship polygon, a isosceles triangle, which ought to be randomized or selected somehow. Also gradients might be added later to simulate solar illumination, but wouldn't make sense without also eclipse modelling.
7 Destroy missions were added successfully. There was a hangup with getting them added separately in the home system vs procedural systems, and also briefly a problem where the .name attribute was attempted to be read from the planets array using the ship index. The mission board should, but does not yet, display the parent planet of the target ship.
15 was achieved by simply adding a global variable "job", and putting the message from the most recently taken mission from the station mission boards into that variable. Job variable is not truncated with long entries on display, nor is there any UI element allowing the player to see all the mission board missions that the player has taken.
1 was achieved in ubv78 by adding a truncated door sound when shooting, and a truncated static sound when thrusting. Sounds will not play if already playing, which is occasionally but rarely an issue with current short sounds. Added globals var blastersound1 = new Audio("close_door_12.mp3"); and var enginesound1 = new Audio("engine1.mp3");, then blastersound1.play(); as appropriate.
4 was achieved mostly by copying in code from previous versions. All of the wep == 6 code is in the main loop rather than blasters.js. The beam is now a hold-down weapon like w8, and the beam is just a rainbowified line that does 5 damage per frame and costs 2 energy per frame.
17 was completed with the rework of the ship upgrades. Blaster upgrades were already done a few versions ago.
21 was completed, with About and Controls displaying relevant text, Play Story being the way the game started before, Play Free skipping the tutorial and starting the player with 2000, and Play Random skipping the tutorial, starting the player with 2000, and starting the player in systems[2], the first randomized system.
16 Major progress, cosdv and sindv variables inexplicably fixed by *-1 vs formula used elsewhere. Current seek2() makes reasonable approaches to low gravity destinations.
18 done ubv139 (138 got borked, separate issue claims 137 which is just wrong). Implemented with cargo type missioncargo at end of missioncargo array, and shop cargo selling menu simply doesn't render or allow selection of the last cargo item in the array. It's still shown in the cargo manifest.
16 done, limited and imperfect but done. There are few versions in code, but only one is accessible via the UI.
6 done bh342, added Superbomb class with initiation and maintainance functions that make the bombs from w9 blaster orbit blasters[9].bombs[0]. Damage and blast size are reasonable, 8 bombs in a slow moving cluster.
This list is obselete, current is TODO 3 at closing.
Fixed ubv72 6/18/2021--0 Disable cheat keys unless in cheat mode Done ubv 78 6/19/21--1 Add sounds 2 Make sounds not suck 3 Music? Done ubv92 6/25/21--4 Beam weapon (wep == 6) code 5 Fancy beam weapon code (continuous, instant, charge and release) Done bh342 6 Balance and/or make weapon 9 cool. Done ubv76--7 Add destroy missions 8 Add mission refreshing 9 Make tutorial into game story. 10 Player story choice system Done ubv74--11 Planetary graphics 12 Planetary docking 13 NPCs and NPC ai 14 More or infinite systems done ubv77 6/19/21--15 Give task multiple categories Done 16 Autopilot Done ubv94 6/26/21--17 Re-factor shop-items with master lists, phase out random generated shop items Done ubv139 18. Make cargo missions use cargo space, maybe increase payout too.