SL21W13

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◄ SL21W12 | SL21W14 ►

  • Bug: Invalid shops should be allowed to open
    • BUT not allow to buy sell stuff from it
    • Allows to validate the internals of the shop but not to buy
    • Clearly mark it being defective in the title bar of the shop
  • BossBar system
    • Data of bossbar can always be generated from other systems
    • Each bossbar takes data from these other systems
    • Only update the bars if needed (player wants to see them)
    • Data is all user-dependent & private for now? (except Event), meaning the specific system should inform the bar-system about a change
    • As all bar data is based on other systems we will only keep them temporarily ?
      • Problematic onJoin all bars need to update
      • onReload all bars need to update
      • onSettingChange a bar needs to update
    • Possible bossbars:
      • Fuel ( + Change & Startup-Phase animation )
      • Energy ( +/- Change based on usage )
      • Research ( + Change / Status)
      • Event ( Regionally dependent updating, needs ticking system)
      • Effect
      • Tool ( duration, cooldown?)
      • Bot ( duration, cooldown, next usage, travel time?)
      • Travel ( travel time between planets or solar systems? How would be show the surrounding? Maybe a static placeholder world?)
      • ("Skill" cooldown, "Skill" duration?)
    • Implementation
      • As it is all temp-data we could store it directly in the userimpl
      • We could implement a new type of storage that is only in memory and not saved?
        • SessionOptions / SessionOptionsFakePod can be used
  • Respect BurnerState in the fakebars
    • Make sure desktop updates correctly on burnerstate change
    • Make sure desktop only updates if needed
    • make sure the "feel" of the fakebar is correct

   // Research:

   // "RocketBoots" -> Tech RocketBoots + RocketBootsLevel

   // Possible research:

   // List of researchable things -> Results in technologies given

   // Description of the Research

   

   // Research PlayerState

   // ResearchProgression

   

   // Player technologies

   // Finished research tech ( fastest access )

   

   // Technologies

   // Name, Leveling System

   // Description of the effect

   // Definition of the function ?

   // "This will give you a 25% flying boost" (BootsLevel * 2,5%, Level 10)

   // Part of TechnologyType definition? (Description + Function)

   

   

   // Research-speed as an upgrade as well?

   // Movement speed upgrade? Active skill with energy

   // less fall damage in general

   

   // Path to hoverflying

   // 1. Increased jumping ability (using energy)

   // 2. Research double-jump // creative fly toggle event

   // 3. Tripple-jump research // allows to creative fly as a normal user using fuel & energy

   

   

   // Archeology / Investigating of special blocks?

   

   // Tools needed to produce cpu silicon from sand could be used to increase the value of sand a lot

   // in lategame. For lategame research you need cpu parts. These are dropped only by converting sand with a tool

   // This indirectly removes a LOT of sand from the game and increases the value again.

   

   

   // Phantoms as special mobs that can drop valuable items / research stuff

   // Steal items from you if you fish (anti bot)

   

   

   // - Clean up Research

   // - Add Energy / Fuel / Money as research input

   // - Define more research

   // - reset command for technology & research of a single player

   // - screen unresponsive on research, fix that