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Stargazers

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westward's Issues

Variable backpack capacity

The number of slots in a the inventory should not be limited to 20. Better backpacks should be able to hold more items.

In practice this would require:

  • Introducing a new equipment slot for the backpack, which cannot be empty (a default basic backpack would be always equipped unless a better one is equipped)
  • Taking into account the currently equipped backpack when computing maximum capacity
  • Handling edge cases (e.g. dealing with item surplus when equipping a lower-capacity backpack)

Add sound effects

The atmosphere of the game could be improved by adding sound effects where they are lacking or improving the ones already present.

Add docstrings

Most methods in the codebase lack proper docstrings explaining

  • What the method does
  • When/by what is it usually called
  • What are arguments
  • What is the returned value

Eventually, all methods should be documented that way! If you want to contribute but are not sure about some methods, feel free to ask on one of the community channels.

Weapon durability

At the moment, all weapons are infinitely durable, meaning they can't break. Having breakable weapons could have the following effects:

  • Increase the demand for resources that go into crafting weapons
  • Create demand for higher-tier weapons (possibly made from rarer materials) that break less easily
  • Increase the need to plan ahead and to carry multiple weapons just in case
  • Make the ability to equip weapons from the belt in battle more useful
  • Open the door for crafstman abilities that impact the durability of crafted weapons

Variable gold pouch capacity

The amount of gold that players can carry is unlimited at the moment. A new equipment type, the gold pouch, could be introduced, which would limit the amount of gold carried. Different pouches would allow to carry more or less gold.

In practice this would require:

  • Introducing a new equipment slot for the gold pouch, which cannot be empty (a default basic pouch would be always equipped unless a better one is equipped)
  • Putting and enforcing a cap on the gold amount based on the equipped pouch

Variable belt capacity

The number of slots in a belt should not be limited to 3. Better belts should be able to hold more items.

In practice, the capacity of quick slots should become flexible and be affected by the currently equipped belt.

About go to place for character

Hi @Jerenaux, first of all thanks for sharing this.
I’m looking on the game and first thing i though, let’s click around more and more and see what’s happening. It’s getting a bit confused about where to go.
Might be nice to give a half or quarter second for to have another place to go ❔

Add tests

Only parts of the codebase is currently covered by tests. Adding new tests would be valuable to:

  • Catch bugs early, especially as multiple people start working on the code
  • Help the documentation effort since good tests are small chunks of code that illustrate specific functionalities in action

Add 'new' marker to character menu icon

The character menu contains a log of events relevant to the player. When a new such event occurs, a 'new' symbol (or something similar) should be displayed near the menu icon to prompt the players to open that menu.

When first entering a building, actions cannot be performed.

When first entering a lumbermill, I can't take the lumber. The buttons work, and I can hear the clicky sound, but it doesn't do anything. Same with when I first enter the workshop. The problem is fixed when I leave and come back though.

I also can't place a lumbermill anywhere. The squares turn green, and I know it's next to a forest, but when I click, nothing happens.

Make tutorial text boxes draggable

Tutorial text boxes are currently displayed at hard-coded locations, and remain there. The user experience might be improved if these could be moved around.

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