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Home Page: https://seprated.github.io/
License: GNU General Public License v3.0
SEPR team
Home Page: https://seprated.github.io/
License: GNU General Public License v3.0
Setup the event factory to be able to randomly pick and event and execute it.
Add all of the event inheriting classes including the code to execute each event.
Money from purchasing roboticons should go to the market
It appears that the method to update the roboticon upgrade prices is failing to work? It causes a null reference error when called. (Line 302 in market.cs)
Market needs to produce Roboticons when it has enough resources, and there should be a finite amount of these.
Pressing the hide button in the phase overlay does not cause it to leave the screen at differing resolutions
The overlay seems like it should be anchored to the top of the screen underneath the resources overlay, however, this is not the case at some resolutions
Add the ability to bring back the hint overlay by clicking on the part of the UI that tells the user what the current phase is
Check the UI code and rewrite to take into account only one human player and one AI player
Add a static instance reference to the GameManager within this class - rather than having to use GameHandler.GetGameManager()
The class HumanGui needs an overhaul to take into consideration that there is now only one human player against one AI player
No visual representation of a roboticon being assigned to a tile
GUI for installing roboticons is unclear, not sure which button needs to be pressed in order for the roboticon to be installed on an owned tile.
Even after pressing all the buttons possible, roboticons still don't seem to be installing properly on tiles.
Market UI is not closed when going from roboticon customisation to placement
When buying or selling to the market there is no confirmation of the purchase/sale. Market GUI doesn't reset and player might be inclined to press the button twice buy/sell button twice.
Changing up the internals of the code to enable multiplayer gameplay
It is possible to apply a negatvie upgrade to a roboticon, it is also possible to upgrade roboticons you do not own.
The drop downs for the help info and timer are not in the correct positions when the scale of the game screen changes.
If you try to buy negative resources the market will allow, meaning that it'd gain resources and lose money
Add a timer to the required phases
Advance/end the player's turn when the time is over
UI element to display how much time is remaining in the phase
Implement AI Actions
Intelligent Decision of best upgrade
Decide if roboticon purchase is justified
Get optimal tile for roboticon
Optimal tile acquisition
Implement the ability to gamble from within the auction phase
Need to rewrite the script to use a seperate folder instaead of cloning a git repo inside another. This may fix the push not doing anything. Also should probably make it upload the documentation to the FTP site for every build and push for the master branch only
Write a document highlighting how the Continuous Integration (CI) system is set up and works
Comment the build scripts properly
Refactor the test framework provided by BugFree to use Unity Test Tools so we can get CI testing and reports. Current tests are found under the Classes/Tests folder, UTT tests should be under Editor/Tests folder. See the master branch under Game/Assets/Editor/Tests to see how UTT tests are structured.
The last highlighted UI tile remains highlighted when the mouse moves out of it to an off tile position
Buy button registers when clicked on it and above it
Sell button registers only when clicked above it
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For any code that we write:-
Make sure all classes, methods, and variables have DocStrings explaining what they are for.
All classes should have a header comment with the link to the executable
Any inline comments should be above the line of code and not next to them, this is to stop weird formatting issues with lines being too long
Comment any large blocks of code that are not self-explaining
The player's score needs to be calculated based on resources owned as well as roboticons worth.
Score could be calculated each turn, or just once at the end of the game.
Game ends when there are no tiles left to purchase
Score is calculated, and the winner displayed
Player Score = Money + (Ore * MarketOrePrice) + (Food * MarketFoodPrice) + (Energy * MarketEnergyPrice) + Sum of all Roboticon.GetPrice()
NOTE: This market price should be the same for both players.
Clicks go through UI elements onto game behind them. Needs transparency and a way to cancel the click event if it is over a UI element
It is possible to acquire the same roboticon multiple times.
Need some AI behaviour that considers
player trades
If changes are made to the UI and this is applied to the prefab is breaks all the button click events. Not entirely sure why this happens, just something to be aware of.
Please don't apply any changes to the UI prefab :)
Figure out why this happens
Find fix for this
The AI should gamble, probably!
For the code that we have taken on:-
Make sure all classes, methods, and variables have DocStrings explaining what they are for.
All classes should have a header comment with the link to the executable
Any inline comments should be above the line of code and not next to them, this is to stop weird formatting issues with lines being too long
Comment any large blocks of code that are not self-explaining
System for adding resources to auction on the market
System for buying resources from auction on the market
Roboticons cannot be upgraded. The UI is in place but the buttons are not actually upgrading the roboticons in any way. This screen also displays whether the roboticon is installed somewhere, and always displays is not installed.
The tests for producing roboticons in the market will need to be rewritten to take into account for the new method used.
The amounts of each resource in the market do not get reflected within the UI element, meaning you cannot see how much of a resource you can actually purchase
We need sound
Main game music
Tile purchase sound effects
Market sound effects (buying and selling)
Production sound effects
Random event sounds?
The game must feature a supply-and-demand based market.
The market prices should adjust based on the number of each resource available to it from each of the players as well as the amount held by the market.
The market should always charge more for its resources than it should buy them for.
This market must also provide a facility for the gambling of in-game money on chance based games.
The customisation phase doesn't get called for the AIPlayer, this seems to be caused through the firstTick boolean not being set to True from within the GameManager. This doesn't make sense though as it happens just fine for the HumanPlayer.
Travis builds do not correctly exit with an error code when the build does not actually create an archive
Closing the tile info UI element does not reset the colour on the tile that was selected to show that it is in fact no longer selected
Market resource info overlay/market screen component
Random amounts of resources placed on Tiles on creation
Popup for the start of each phase to tell the player
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