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dinosaurquest's Issues

Road map for 30/12/2018

Fix:

  1. Enheightening of stats while gender choosing allows you to upgrade infinitely. No good here.
  2. Text spaces in stats are cringy and out of place.

Optimize:

  1. TileMenu should be called in Tile class.
  2. Print stats into the separate function.
  3. Tutorial-classes to embedded classes?

Road map for 02/01/2019

Fix:

  1. Double deletion after "Not all points are distributed scenario". The best choice would be resetting stats.
  2. Rewrite the whole program, using a specific parameter for each stat for the sake of incrementation. Or somehow arraify the thing of watching incrementation. Maybe initialize this variables through elements of list?

Road map for 29/12/2018

Fix:

  1. Test on negative stats, and sudden lack of that.

Optimize:

  1. Get away YourCreature in another file.
  2. Main body/character creation different files.
  3. Make main menu call function permanent.

New:

  1. Creature types.
  2. SpawnCreature mechanics.
  3. Descriptions.

Road map for 01/01/2019 OR 02/01/2019

Fix:

  1. Key choice resulting in respawn;
  2. Better description of tutorial attack scenes.
  3. Experience amount is weird.
  4. Weird correlation between main menu and attack menu. Very weird.

New:

  1. For each status increment show a message.

Road map for 07/01/2019

Fix:

  1. Finally try to do with obviously redundant "pressing any key"-call in the very beginning of character creation.
  2. Try to do something with text message of changing stats in the beginning of character creation.
  3. Rewrite Creature and YourCreature files for variables in the main body to work correctly.

New:

  1. Showing up sequence for both branches.
  2. Lucky ending for the progressive mother/stealth attack branch.
  3. Level 1 creation.

Road map for 25/12/2018

Fix:

  1. Not choosing stats after false key entering before the stage.
  2. No exception while gender choosing.
    General:
    Outline the story, the setting, and, probably, main characters.
    New:
  3. Second thread for HP and experience count.

Bug in Archaeopteryx

else if (destinationTile.Y > departingTile.X)
{
newDestinationTile.X = newDestinationTile.X + 1;
}

Road map for 04/01/2019, 05/01/2019

Fix:

  1. Play a bit with event handler (do not produce dots at least; at best, block it where is not needed).
  2. Some issues are present with scavenging or attack.

New:

  1. Save/Load function.

Road map for 19/01/2019

New:

  1. Main menu (save/load mechanism) implementation.

Optimize:

  1. Reorganize Program.cs
  2. Optimize Tutorial.cs

Road map for 06/01/2019

New:

  1. Noticing a big predator (both branches)
  2. Choice to sneak/not (both branches)
  3. Choice for stealth attack/not (progressive mother branch)
  4. Waiting for both branches.

Road map for 24/12/2018

General:
Outline the story, the setting, and, probably, main characters.
New:

  1. Exit into the tutorial stage.
  2. Greeting message.
  3. Message with final stats.
    Optimization:
  4. Do a function for choosing the right key.
  5. Do an array, and, thus, a cycle for character parameters.
  6. Fix bug with "Choose your X now", where X is always sprint now.

Road map

Fix:

  1. Making a menu with attack for each kind of an enemy creature.

Road map fo 10/02/2018

Test:

  1. Sequences of Tutorial.cs

Fix:

  1. Non-saving/non-loading (possible solution: array of N upto last file number; compare with the array we do have; write into the first free, or, if they are identical, then plus 1).
  2. Troubles with sequences of Tutorial.cs.

New:

  1. A message if there are no saves for both autoload/manual load.

Road map for 03/01/2019

Fix:

  1. Divide EnemyCreature and YourCreature, make a base class for two, Creature.

New:

  1. Scavenging for both branches.
  2. Hearing the noise for caring mother branch.
  3. Coming back for going-away branch.
  4. Investigate nest for going-away branch.
  5. Hearing the noise for going-away branch.

Road map

Comprehend:

  1. "Continue" option bug search.

Optimize:

  1. Insertion of going to the stat choice.

Common design:

  1. First level design and main aim choice.

Road map for 08/01/2019, 09/01/2019

Fix:

  1. One more attempt to fix the stats problem.
  2. Delete IsNestAbandoned parameter, I've scripted the results.

Optimize:

  1. Do something with repeating code in the tutorial.

New:

  1. Fight between mother and male cryolophosaurus.
  2. Try to do healthcheck.

Road map for 18/01/2019

New:

  1. Ending of tutorial level for every remaining branch.

Test:

  1. Do output of enemy cryolophosaurus stats, if possible. See if mother is truly so strong, or we are having a bug here.

Road map for 28/12/2018

Fix:

  1. Double-press of 1 while agreeing to go to the stats menu. : Program.cs
  2. Multi-pressing the wrong key while choosing gender results to "are you sure" menu when is not necessary. Something with if/cycle structure there. : Program.cs

Optimize:

  1. Add decision -= 48 in the function of ChoosingRightKey() :Program.cs

New:

  1. Full-time menu (exiting, saving, etc.) call function: Tutorial.cs
  2. Tile creation: Tutorial.cs

Road map

New:

  1. Create new types of creatures, like dragonfly
  2. Destruction of creature after its death

Fix:

  1. Include the code of attack/defense into the code of creature
  2. Re-generate tile after main menu sequence.

Road map for 27/12/2018

Fix:

  1. Ignoring second dissatisfaction in character stats after entering the wrong key.
    New:
  2. Beginning of the tutorial stage: alternative of going in or away of the game.
  3. Message of motherhood(setting the tutorial)
  4. Creating of mother of cryolophosaurus
  5. Choice of staying.
  6. Changing stats.

Design issues

Project does not follow basic design patterns, and does not utilize many features of C#.

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