done - Pidroh/HaxeRPGUtilities GitHub Wiki

TODO

$$$$$

  • post on indie games

  • post on incremental games

  • fix UTM link for sound --- THE SOUND OF ART UPDATE

  • after reply: get both tweet and mail list from clemmy

  • prepare itch IO build

  • restore original URL to playable state

  • get new URL for sound of art to put in incremental compedium site thingy

  • upload crazy games build

  • test crazy games build

  • setup crazy games pipeline

  • get newgrounds ready (upload earlier to go through voting)

  • talk to Armor games

  • create armor games build and show it to them

  • setup folder and pipeline for armor games

  • support for no analytics

  • upload new builds for game

  • release issue unity

  • out of battle selection

  • pumpkin enemy filter

  • robostreamer thingy setup

  • finish MP4 conversion

  • money on wise

  • upload on feedback friday

  • release issues browser beta

  • unformal playthrough of the beta (check done.md)

  • recreate browsre build

  • UTM link on Steam

  • get a video ready for streaming for GRI Unity build

  • fix pumpkin enemy bug in unity

  • fix git situation really weird X_X

  • if outside of battle tab, do not accept selection (or just do not accept selection of invisible elements?)

  • fix w key thing wrong

  • consider fixing the unknown tab notification to be always on when idle && fix skill kill bug

  • consider adding hover for the import save button like the dude suggested

    • add empty space between level up and nap to create space for the button
    • changing the position based on render type to be on the right of the button
    • changing the API to have a render type
  • draw tab shortcuts near tab

  • fix tests

  • create draw button method

  • add button shortcut for resting

  • add button shortcut for level up

  • consider getting a streaming box for GRI

  • checkout process for armor games, etc

  • redo Steam page keywords, text

  • call nenkin, recently created company, only me, no salary, fukugyou, current paying nenkin in my current job

  • 24: revise tax shit for 26

  • The king showing off his crystal in the room, asking her to stay with him longer in the night

  • Isabel meeting her ex-boyfriend with Victor, they having a discussion, Isabel telling Victor he is not her boyfriend

  • "The king asking Isabel kill friends"

  • write "- Isabel meeting her friend seeking revenge in the end"

  • list out strongest chapter 3 scenes

  • list out character names in chapter 3

  • gri for bitsummit 01/21

  • prepare browser beta tuesday or wednesday, post on feedback friday play test release build a little create release build

  • pay and send to hans

  • get mail ready hans except payment

  • upload press kit

  • finish up press kit

  • burocracy: get receipts and send to aktsk mail

  • write steam description

  • transfer money to wise --- THE SOUND OF ART BETA

  • pick update date and create announcement on Steam alongside the new beta

  • release issue

  • give free access to playtest AFTER announcement

  • announce on Steam

  • write announcement

  • prepare instructions for both by looking at previous instructions

  • prepare beta branch of application but unavailable

  • check out current status of beta branch

  • fix tests and redo release tasks

  • add line break to dialog in unity

  • implement stop and loop soudn in unity

  • fix: on settings screen, bugging on minimum resolution (align text left instead of center, recheck width ())

  • test if scaled screen, scrolled view click on button bug is fixed (browser)

  • fix bug of skill icons disappearing when pressing play as lu button

  • key board cursor unknown tab wrong order

  • restart music if not on cutscene

  • if cutscene stop music

  • check mod icons

  • fix exploding save issue

  • write test

  • trim array of nulls skill set

  • also add inactive and null skill set info

  • made sure problem is fixed

  • wrote test for delete inactive problem

  • trim array of nulls

  • added inactive to equipment and nulled inactive

  • move arcania tab to after equipment

  • challenge song always the same?

  • instead of making rods magical, make one of the magic boosts magical

  • make staff deal magic damage

  • notification on arcanum free

  • freeThisFrame on arcanum

  • create credits text that shows in settings only instead of logo

  • hide logo and DEMO version etc in title screen

  • fix the sprite drawing bug

  • find new explosion sound OR make the explosion soudn stronger (best to find a new one)

  • centralize dialog popup text

  • fix title song weird

  • wood sword increasing life max on upgrade D:

  • loop sound: public static var battle_sfx_recovery = 9;

  • loop sound?? public static var skills_sfx_skill_priest = 31;

  • investigate why browser version not showing Steam button

  • increase spacing from character choices / start game and other buttons

  • play title song in title

  • make title song a lonely playlist (should result in a loop)

  • pick title song from the thing

  • system to change music when moving away - into boss fight

  • change music when going from normal battle to boss only if it should

  • separate music into two playlists

  • fix isAUdioReady problem

  • playlist system working (change battle music when it's over)

  • fix upgrading legacy equipment sword bugging whole game

  • change layout for settings to be horizontal overflow

  • enfroce reset music sliders and pixel scaling on default

  • enforce pixel scaling button

  • investigate story problems

  • make sure pixel scaling is retained + save data goukansei

  • make sure music sliders are retained

  • enforce additional sliders for music and SFX

  • add sliders for msuci and SFX

  • create default and pxel scaling button

  • test soudns

  • remove confirm sound of skills if necessary

  • refix skills usable resting

  • can use skills while sleeping

  • remove button sound from story advance

  • master sound not changing SFX soudn

  • enemy death not playing

  • add hover sound to buttons

  • enforce soudn playing of hover sound (somehow? maybe have an array of ints of soudns, and add that sound when you hover, soudns like the best way)

  • enforce playing sound sound data in data object uielement

  • add int for hoversoudn on uielement

  • create year support for manager.py public static var misc_sfx_ui_cancel = 18; public static var misc_sfx_ui_confirm = 19; in uielementmanager, add soundInfo to data public static var misc_sfx_ui_unlock_tab = 24; public static var story_sfx_Story_Advance = 35; public static var skills_sfx_skill_haste = 28; public static var skills_sfx_skill_debuffer = 26; public static var skills_sfx_skill_heal = 29; public static var misc_sfx_ui_level_up = 23; public static var misc_sfx_padlok_explode = 17; public static var misc_sfx_padlok_appears = 16;

  • play SFX for lock

  • add SFX configurations for lock

  • transfer locksystemui sfx to the units when creating them

  • feed locksystemUi sfx configs public static var equip_sfx_sell_worse = 15; public static var equip_sfx_sell = 14; public static var equip_sfx_equip = 13; public static var equip_sfx_enhance = 12; public static var battle_sfx_upgrade_weapom = 11; public static var battle_sfx_get_loot = 6; public static var battle_sfx_getgold = 5; public static var battle_sfx_enemy_die = 2; public static var battle_sfx_change_area = 1; public static var battle_sfx_area_clear = 0;

  • add skill sounds

  • fix arcanum not updating a lot of stuff and possibly not being idle bugs

  • fix arcanum not updating a lot of stuff and possibly not being idle bugs

  • change back to old rendering system instead of canvas

  • delete save and see if Steam version works

  • debug music files ending up in sfx

  • debug multiple music not working JS (only loads 1)

  • also createe music class

  • create sound reading system which reads through folders too with unity knowledge

  • continue debugging sfxloader

  • create sound system unity with music and sfx

  • fix unity volume

  • only load audio once in csharp side

  • create test code to play SFX in Unity

  • sfx and music functional JS

  • fix problem with audio sound path

  • add hurt sound

  • code to load and play sfx

  • start coding SFX system realized unity

  • add sound files to commons

  • unbreak the game

  • write news on how things are going slow because of contractors and also card nova page on Steam, estimated update date on GRI(february ~ May)

  • create image for both characters

    • not all projects need that
  • setup home folder with project and add those steps to new project checklist aswell

    • likely clone from repo1 if you push to github?
  • create file with new project checklist, create checklist as you create your new project

  • do manager tasks for both weeks

  • create repository and push it

  • rename repo1 and change it's folder to _haxe

  • finish up moving code, test on unity and JS, push to repository

  • create test for adding UIelement to uielement manager

  • unity working without problems

  • see what you can do to reduce code from [template / game code] to engine code

  • transform hearthxunity into own repository using git subtree split

  • add unity project to repo1 and add appropriate gitignore, making sure nothing bad is getting committed (mainly need asset folder)

  • create UnityCore in hearthxCS

  • move main integration code to hearthxcs

  • create hearthxCsharp folder

  • see if you can get away with not manually loading text

  • move mouse keyboard and savefileimporter thing to phasercore class and adapt until compile

  • create phasercore class

  • add Javascript support to repo1

  • get main and playscene from gri and start adapting them somehow

  • experiment repo1 running on javascript no errors

  • code to read images from autopngs

  • resetup gripngs from GRI but call it something like autopngs

  • fix text resource not getting read

    • the two images and the text font two things
  • move necessary assets for engine test to work

  • make playscene do stuff integrate with experiment class control thing

  • test unity with low max count to see if it bugs

  • fix draw count bursting on unity side

  • make sure you can build javascript code

  • revive UIelements and debug any problems there

  • 3 shows a large number of text (two versions of text)

  • 2 shows a large number of sprites (two versions of sprites)

  • 1 shows both sprites and text, nothing much

  • enforce rendering test correctly in unity

  • re paste generated csharp code in unity and keep testing on unity

  • create some rendering test in repo1

  • create a new main class by copying from GRI's main class in unity

  • fix sx and sy

  • create a new shader with Z transform and separated Scale variable

  • see how other sprite rendering libraries are handling layers / z-order

  • create rendering test 7 to call functions of RendererHaxeInstanced

  • committed rendering test

  • populate materialholder by cloning from material and feeding texture

  • call method in new class from RendererHaxe to draw image

  • create renderhaxeinstanced class

  • find out how you are populating the texture map unity side

  • finished rendering API experiment

  • support for color in render 6

  • create new shader to also use scaleY

  • bitmap font vector instead of int map

  • remove default values from rendering methods (create simpler methods if you really need them to avoid default values)

  • make all text classes into struct (letter and line)

  • special multitext drawing method to enforce the cached line information

  • logic for updating cache line information

  • data class for caching line information

  • make line stuff into classes

  • removed masking

  • move layout to subtree

  • commit subtree

  • create subtree system for uielement

  • migrate ui element manager to subtree system

  • implement methods in subtreemanager

  • create subtree manager with all switchers

  • create subtree switcher which manages only one level

  • create subtree main class

  • create subtree folder

  • remove id of ui element

  • go through pull request to see what can be kept and add them to experiment branch separately

  • bring files from kanto and see what should be committed

  • commit

  • build engine in isolated branch on own repository

  • create git guide on lifeguides

  • do experiments to understand how git tree comoitting and branches work

  • move game engine to own repository

  • post furikaeri at 9:30 pm add the photo https://imgur.com/a/WOv8wpd

  • created embeded post with photo

  • download soudns and add to wiki

  • create sign up thingy for game developers in mailer list

  • finished furikaeri

  • create requirement list for next mini game

    • rendering based on drawTexture
    • maps using string keys at performance critical places
    • UIelements all processed in the game at the same time
  • create a furikaeri for the game engine

  • Started furikaeri

  • make the sprites be animated in groups of 8

  • ask Schneider if the meat sounds are already there and if he will send me the video withotu the grunt

  • make the sprites animate every frame

    • look at FPS
  • create scene with 800 sprites just to see draw call number how bad it is

  • created canvas-based renderer

  • optimized a bit equip and village

  • redo unity profiling

  • port to new tag system

  • create tag class

  • investigate what is taking so long to do inside rendering (investigating C# code too)

  • use acumulator on arcania to now why update action and resource are so heavy

  • create acumulator profiler

  • profile unity

  • integrate profiler unity

  • create a frame time calculation tool

  • get some data on Javascript

  • send trailer to music dude later today

  • call decide action on battle start

  • enemy AI decide action target, position, AND store it

  • method for starting an action pos of a battler

  • method for setting hero party target that sets target for whole party

  • create intent object for enemy ai decided actions AND for hero targetting system

  • effectify break

  • advance turn order method

  • fix the characterpointers for everyone

  • create all enemies

  • add array of action to characterdata

  • method for single target attack execution with actor and attack data

  • way to represent HP and shield for runtime actor

  • runtime data for actor class

  • code to output a turn order using pointers (party pos + unit pos) based on gri code

  • data variable and class for next 10 turns in turn order

  • simple overall enemy behavior / skill list

  • keep deciding character skills

  • break system class create

  • turn order system class create

  • character class create

  • create new folder and start coding the battle system there

  • edit using some software on the mac itself

  • Record on the mac with the game canvas slightly higher than 1920x1080, using OBS

  • Create new "private" GRI version on new URL

  • continue video editing on shotcut (put the play now on Steam as an isoalted image from the logo)

  • continue investigating unstable hover width

  • tweak hover look

  • show tab name instead of tab tag

  • test: show unlock message after you unlock the tab

  • assign notification control variable

  • when loading and transitioning to unlocked, play message

  • after it transitions to unlocked after animation, play message

  • field for notification message in lock

  • message fields for lock

  • add a background image on the equipment slots when there is no equip

  • "once you are a bit into the game the number of areas in Lagrima Continent gets so long, that scrolling down to the current one takes some time. Would it be possible to have them sorted DESC as default? As most of the time people will not want to go to the oldest simplest area ??"

  • problem: lock show during story

  • add tags of original to the lock graphic

  • problem: can tab during story

  • if button is disabled, instead of going to the next tab, you just select the button and do not change the tab.

  • when changing tab through keyboard, overwrite the current tab number if any tab buttons are hovered

  • make the default be 2 (for now) and do an override when registering the tab lock

  • support for an override scale option when registering a lock

  • support for sprite animations with scale

  • edit lock default to not have white outline

  • right after setup everything (persistence and locks), if "want to unlock" state, start the animation

  • tab being able to go to hidden place

  • if unlock animation ends and is on animation unlock during update, transition to done unlocking

  • debug the thing below: :( not working even though implemented

  • hide text and disable button while locked, hide lock graphic if done unlocking

  • hide text support

  • make sure different dimensions are setting to different lock saves

  • load from json the generalAllDimension object (initialize with size two using config array size OR hard code 2)

  • save generalalldimension

  • commit: tochuu progress on general aall dimension save

  • fix tests

  • not all tabs have lock systems

  • hide the sprite in the end of the animation - show it in beginning

  • to fix the current explosion

  • stop hovering on the animation thing

  • call locksystemui update method somewhere

  • fixed weird animation bug

  • start unlock animation

  • stop want to unlock animation when go into unlock animation state

  • when it wants to unlock, compare with hovered, go to "unlock animation" state

  • start animation for the sprite sheet for want to unlock

  • create a spritesheetanimation object for both

  • register both animations

  • create code to read the sprite sheet by copying from the code used to make sprites in Spine

  • create lock child when registering lock

  • enforce frame replace on animation update method

  • update method

  • run_state in sprite sheet animations

  • array of Animations

  • Data for Animation with runtime data and config data (spritesheet?)

  • Instantiate it in UIElementManager

  • create SpriteSheetManager class

  • change to WANT_TO_UNLOCK when appropriate

  • have an array of locks each one for each tab button inside new gri lock control

  • check how tab visibility is being update now and also call a method inside gri unlock control

  • call setup methods for locks on each tab

  • created tab buttons fields for gri view

  • tab buttons should be not visibility controled by the battle manager

  • create GriLockControl

  • create register method for the lock system

  • have a map of persistence units

  • create persistence unit for the lock system typedef

  • create the class for a unit of the lock system

  • create class for the sprite sheet

  • create constants for the lock states

  • create ui element lock system integration class

  • create reusable lock system model class

  • monster: finish up registering kick

  • do explain about the situation with the lock and the extra sound effect

  • list out sounds as you watch the videos

  • share the video folder

  • list out sounds as you watch the videos

  • name videos

  • think about creating video for the dude

  • story footage

  • upgrade wallet

  • upgrade equipment (same sound as enhance)

  • get money

  • triple choice

  • change between sets, navigate with keyboard

  • equip, dequip, change between modes, sell, upgrade, sell all (same sound as sell)

  • equipment screen footage

  • area clear effect footage

  • create video for basic attacks

  • video for darkness

  • skill for darkness is broken show correct animation

  • created video just for skills

  • code to show message as soon as skill slot is unlocked

  • enforce alpha in message

  • find out why not updating tab unlock

  • consider starting the tab buttons as visible since it is bugging (might not work well)

  • make sure it is above more things in-screen

  • code to show message as soon as tab unlock (temporary)

  • call gri unlock setup view at title screen

  • instantiate gri unlock somewhere

  • offset everybody else

  • offset parent to screen

  • message

  • header

  • background

  • instantiate parent

  • instante notification system thingy somewhere (create gri notification class? Or gri unlock central or something)

  • queue notification function

  • remove from active tag invisible

  • remove from active time up

  • remove from queue

  • all 3 state transitions

  • fade out

  • keep

  • fade in

  • logic to show message

  • logic to start showing message

  • method to queue notification

  • created notificationmessage class

  • check for existing notification systems in the codebase

  • create mockup of unlock effect on inkscape

  • get reference of spinner game rpg

  • get reference of diablo immortal

  • get reference of diablo III

  • I want to make HEAL and BUFFs usable IF it's not on rest mode or sleep mode or exploration mode AND there is an enemy that will be fought

  • make exploration mode turn on and turn off battle skill usable (except for cure)

  • add hit animation to heal animation

  • create method to load sprites vertically

  • add heal animation to spine

  • setup webcam

  • contact yohann monday morning on sunday night about the possible schedule (also has organize a bit when you can let him do the PR)

  • setup webcam

  • add sprite animation for heal by loading in-code

  • add hit animation to buff animation

  • debug why buff animation doesn't work

    • debuff or buff information
    • a target
  • add an event to adding a buff which has

  • attempt to use heal and see what happens

  • add the animations on spine

  • fixed slash animation on spine

  • asked dude about unlock animation

  • find out what aozora needs

  • start aozora ginkou account process

  • read the effects in game

  • pixage them

  • add fxDebuff to gri wiki (darkness animation thingy)

  • fxBuff added to gri wiki

  • custom version of heavy slash and darkness be anim3

  • custom version of anim2 for normal slash

  • random attack animation for normal attack

  • heavy slash and darkness be anim3

  • normal slash be attack anim2

  • attack slash anim 3 spine

  • attack slash anim 2 spine

  • attack slash anim 1 spine

  • thunder attack in game

  • ice attack in game

  • thunder attack spine

  • ice attack spine

  • load ice and thunder sprite sheets by splicing

  • code support for splicing a sprite instead of each frame an iamge

  • regen on pixage

  • sprites for ice and thunder

  • fire attack in-game

  • support for custom hit animation

  • array of SKILL TO HIT ANIMATION

  • use pixage to create the spell effects in common assets

  • fire attack animation on spine

  • rendering code in spine for sprite sheet animation

  • binding to sprite sheet in skeleton

  • read fire effect sprite sheet in-game

  • code to read sprite sheet

  • sprite sheet database in spine

  • possibly merge halloween into main

  • create new branch

  • build 0.31R uploaded but not published

  • prepare build soon so you can get approved

  • create build in Steam

  • release issue and prepare for halloween release

  • fix new mods

  • mod icon

  • skill icon

  • play a bit as Lu before continuing release issue

  • fix height of resource column individual stats

  • test: hide BEFORE number IF stat is above 1000

  • hide BEFORE number IF stat is above 1000

  • get the problems reported in discord here

  • disable music for halloween

  • double check the event and try to publish it

  • create discount

  • write down features and descriptions of the event

    • probably not. better off testing it in a more casual environment and possibly including SFX aswell...?
  • decide if will use music or not in halloween

  • prepare artwork for halloween either using inkscape or combo

  • remove buffer based audio system

  • test audio element instead

  • play audio on click

  • audio.js: create method to set volume of each music

  • audio.js: add a gain node for each sound

  • audio.js: make soudn effect loading be only once

  • add master volume support to GRISoundManager

  • stop settting volume in backend and instead just send a volume when playing sound

  • volume support for playAudio in audio.js

  • CrossTarget function to set master volume

  • center bar and moving

  • increase label size

  • change volume text to master volume number

  • load mastervolume and set the bar at beginning

  • save chosen volume to mastervolume

  • persistent data for mastervolume

  • test slider view

  • change color of slider to be dark backgroudn

  • call update on slider manager

  • add the slider for volume in settings

  • if selected and buttons hold right, go right by miliseconds*speed

  • if selected and buttons hold left, go left by miliseconds*speed

  • if selected and buttons down right, go right by 1

  • if selected and buttons down left, go left by 1

  • if hovered through not mouse becomes selected

  • read mouse input correctly

  • have public function to calculate slider progress

  • create update method of slidercontrol

  • create ControlUnit for UIElements with access to keyboardmanager

  • array of slider controls in manager

  • add with offset in slider

  • add wihtout offset version of bar creation

  • add with offset version of bar creation

  • main text bar

  • left text bar

  • create slider control class

  • create moving portion

  • create create fill

  • create BG

  • take a look griview to see how they do adding bars

  • empty addBar method

  • create parent

  • create creation UIcreation method for slider view with width, fill color and border color (same as bg color), optional height, optional bordersize

  • add all 5 elements to slider and empty constructor

  • create class for slider view

  • instead of playing a music, play a random option from playlist in GriSoundControl

  • register playlist

  • move music playing and sound instances to grisoundcontrol

  • create GriSoundControl to actually hold the playlists

  • go to next randomly music if ended

  • method to check if music ended

  • keep track of music played to stop music when changing music

  • play a music file

  • call update method of sound player in gri control

  • instantiate soudn player in gri control

  • fix bug of music not loading

  • in update if sound system is ready and has queued play it and clear it

  • when playing song, if not ready, queue the music

  • add update method to sound player

  • add method to check if soudn system is ready

  • add queued music file

  • compile a list of possible assets to use for spells and others

  • attempt to load a music file

  • add music to asset folder

  • adapt soudn loading js code to load both sounds and music separately

  • clean up JS and move to GRI

  • create JS play method with multiple channels

  • create JS function to load music and audios

  • managed to load sounds in JS

  • plan out the halloween update and sound adding

  • make sure new buffs if any have descriptions

  • fix death blood increase bug

  • deathblood icon

  • deathblood description

  • make sure new skills have descriptions

  • deactivate beta app tomorrow morning (but try to leave requests open just in case, no downloads available)

  • see if capsule is back to old version

  • update demo

  • update steam page

  • activate official build

  • write news but don't publish

  • get the screenshot of battle and equipment ready (where are they...?)

  • see if you can test out steam page and preview

  • upload Steam but don't activate

  • finish retesting the story

  • change Isabel and Lu description

  • create experimentation javascript webpage

  • double check all mod icons

  • double check all stat icons

  • double check all skill icons

  • double check all skill descriptions

  • add empty line in item description

  • removed outline from enemy sprite

  • checkout localization system

  • missing skills descriptions

  • fix damage overlap problem

  • correctly angle shift damage effect depending on counter amount of enemy damage

  • update enemy damage animation stuff

  • have a counter for enemy damage, a constant for enemy damage reset wait and a time coutner for enemy damage reset

  • revert branch

  • make reaper increase deathblood

  • make Tonberry increase bloodthirst

  • icons for new items and spells

    • Ruby / Elmdore (reduce DEF, reduce MDEF reduce maxLIFE, increases MgcAttack and new stat)
    • Crimson / Vincent (reduce DEF, reduce MDEF reduce maxLIFE, increases Attack and increases new stat)
  • item mod

  • bloody slash - consumes HP to deal damage

  • new stat that boosts damage if HP is under 10% or under 10

  • support for skills that cost HP and cannot be used when HP is one

  • create new branch

  • plan stuff for the halloween update

  • create two gifs comparing battles

  • try to put them both together

  • create gif of old graphics

  • create gif of new graphics

  • consider adding text that says "press X to advance" when no enemies left in area and no autoadvance or autorepeat

  • Z and X for moving areas

  • tab and shift tab change tabs

  • reduce character animation frequency

  • fix reset bug

  • share beta on Discord (copy old message)

  • news on Steam page

  • upload beta version on browser

  • upload beta version on unstable branch

  • regenerate and zip unity build

  • beta release issue (with light testing)

  • fix backgroudn issue in unity scale

  • finish chapter two testing

  • consider making the overlay have an alpha background for heavens's sake

  • fix battle button skill position of overlay on keyboard and on mouse

  • raise Isabel max level considerably

    • "She can be pretty scare, huh" "Didn't me for you to get"
  • typos

  • replace Lus image

  • chapter two unlock too soon (Lu dream got added)

  • filters bugging weirdly

  • check discrepancies with abbreviation array (may be able to remove it all together)

  • skill button level 2 to unlock not getting removed

  • sleep animation

  • dying animation

  • sleep with button bug

    • skill buttons / lvl / nap should also work fine
  • pressing down on set buttons should go down on cursor group

  • if not enough resource change color

  • enforce spotlight on resource drawing

  • remove hovering from background

  • fix errors

  • pay

  • create property with frame count (updatableproperty)

  • create frame count system

  • company

  • investigate spotlight not working

  • create color spotlight for spotlight value to color

  • go to arcania model and check which are externalhighlighted, setting the highlightType of the get actions

  • go to arcania model and check which are externalhighlighted, setting the highlightType of the cost actions

  • set which action is externalHighlighted in arcania control

  • feedback button check

  • tweak layout to take less space (zero x distance, closer to screen X)

  • create new button archetype for feedback button that is slightly less width = fix layout X updating code

  • fix problem of cursor not showing when having black UI thing on UI (move black UI thing to background layer)

  • magic attack animation

  • fix enemy sheet id in story second part

  • setup cutscenes for chapter 2 second half

  • story ids for all cutscenes

  • story names for all cutscenes

  • story areas with enemies and boss

  • have some actions not advance

  • animation of a bag going to equipment tab on equipment drop (?) will take time

  • figure out how to get tab button position for bag animation

  • add bag icon to assets

  • do movement using easing

  • add easing library

  • have a data structure to pass on generation parameters and have a default gen parameter that is replace-able (maybe have a default library of those?)

  • do functional simple movement without easing

  • call SimpleMovementEffect on view generation code just to test

  • add ui element when creating simple movement so it gets drawn

  • create data structure for simple movement

  • create reusable SimpleMovementEffect class

  • fix button size for story and region tab

  • play as lu button and enemy "icon" text are overlapping... decrease icon text width or move it further to the right

  • only nap on story sequence IF area of story is a battle area

  • if click on hero wake up

  • icons for 3 elemental damage stat

  • add shadows

    • stop using multiple tracks
    • fix Spine situation to correctly queue animations
  • fix animation problem with using multiple tracks

  • move level and XP further right so no overlap with button hover in skill

  • redo idle animation

  • remove dropped equipment

  • move area UI to be anchored above

  • move turn order

  • add black black stuff to UI

  • increase outline for all fonts

  • reduce distance between stats for hero and enemy

  • check if home problem and too smooth enemies problem is really gone

    • could also add some kind of fade out to below backgroudn...? or move backgroudn to start from above black area?
  • try to manually fix the bg inside on inkscape (original not pixel)

  • move HP bar up

  • move character up

  • adjust set buttons positions

  • adjust MP bar position

  • fix text of battle button possibly changing MP button to MP icon

  • move level up and XP bar to new idea, tweak text size if appropriate

  • place XP bar in layout with some X and some Y possibly

  • place level UP label with new off set in layout (X 0, y 0, maybe)

  • reposition XP level layout in haxeui main with the appropriate padding

  • move nap - sleep layout further down (hugging the back of the screen)

  • if enemy is null, hide his stats

  • make sure battleView.actorsView.actorStatInBattle has a tag

  • stat visualization in battle outside of hover

  • support for no name stat view

  • support for backgroundless

  • feed battleactorsview for battle stats visualized

  • create support for feeding battle actorsview with a filter

  • create actor views in battleactorsview for battle stats

  • create both layouts for battleactorsview in battle

  • show elemental damage of both

  • show safeguard of both

  • show pierce of both

  • if enemy is magical, add enemy attack and player magic defense

  • if enemy is not magical, add enemy attack and player defense

  • always show attack and magic attack of player

  • have arrays of stats to show in battlemanager for enemy and hero

  • Unbuffer skill icon wrong

  • backgrounds for home areas

  • can't click on level up button

  • move level up button

  • reposition mission buttons

  • different animations for magic attacks in-game

  • create temp magic attack animation in spine

  • skill ids in battle events

  • new attack animation on Spine

  • try to add effects yourself to attack animation

  • remove icon from actor view

  • remove actor view

  • blood animations move to enemy new sprite

  • battle prize adaptation to use new enemy sprite

  • recover text on top of actor

  • transparent sprite during recover

  • transparent sprite during rest

  • Rest text on top of actor

  • hover hero

  • hover enemy

  • move enemy hover west

  • fix battle actor hover size and positioning

  • tweak hit effect and level up effect

  • level up animation in skeleton

    • maybe just hide skeletons during popup (or tag monopolization of visibility)
  • tag support for skeleton group? (stopping player skeleton drawing in popup)

  • move damage effect into player skeleton

  • see if all challenge areas are fine

  • debug command to unlock every challenge area

  • remake monsters in mulpix

  • no stray cat enemy

  • no reaper

  • cactuar sprite not getting sent

  • add backgroudns to story places too (make sprite not be null to force all)

  • background update for story

  • feed background data during story

  • monday report

  • background update challenge

  • redo backgrounds with normal contrast

  • background update for lagrima

  • enemy sprite update

  • spawn animation for enemy sprite

  • make sure MP bar has hover like before

  • buff icons hover functional

  • update buff icons

  • buff icons in new UI

  • control new HP bar visibility

  • update new HP bar values

  • instantiate horizontal kizon HP bar in new UI battleactorsview

  • fix stuck in hit frame by adding still frame to hit animation

  • look up how to go back to still animation hero

  • invert enemy attack animation

  • make hero attack animation play

  • support for skeleton scaling if not there yet

  • recenter slots on bones and redo animations to adapt if necessary

  • add hero skeleton to new battle UI

  • investigate why hero won't get drawn

  • create attack animation

  • add sprites for still and running to commons

  • create hero skeleton in spine

  • add tint during animation

  • add tint support in engine

  • feed material array in renderer the white and red materials

  • create material array in C# renderer and change based on meta info

  • code to bind render meta info to actor

  • create hit animation in actor

  • add empty bone for the special render meta info in actor skeleton

  • transfer Spine render meta info to UI element support

  • create meta info support for ui element rendering

  • add bit operation portion to render code in spine

  • spine data formats for the meta render information

  • bit operation class with 4 bit number extractor

  • make sure enemy sprite is only visible when supposed to be visible

  • add enemy sprite in correct position in battle main view

  • leaving exploration reverts back to normal cursor group relationships

  • if explration set EAST is triple choice group

  • if exploration, upper buttons SOUTH is triple choice group

  • if exploration, main group and set NORTH is triple choice group

  • if exploration, select triple choice group

    • west / south relationship with main buttons
    • north relation with upper buttons
  • create separate cursor group just for triple choice

  • make set cursor group have horizontal relationship with main buttons cursor

  • make background of tab buttons auto size

  • fix selector graph on hovering

  • create system to fit size to pivot through offsets

  • add background to tab buttons

  • fix tags of battle elements (MP bar visible in other tabs)

  • disabel background in other tabs

  • have tab buttons have bg color when selected

  • have tab buttons have a background color

  • make buttons have a color for backgroudn when disabled

  • auto adjust backgroudn size

  • add a backgroudn and list down the related issues

  • convert backgroudn to mulpix palette and make resolution 25%

  • remove old set buttons

  • remove old level label

  • remove weird XP bar extra

  • remove old XP bar

  • remove old XP bar

  • select first triple choice button after enemy is dead

  • change feedback-error button style and size

  • stop hiding battle buttons

  • update new mp bar

  • reposition MP bar

  • reposition set buttons

  • have option to disable header in set button

  • reposition battle buttons

  • automate layout id reading

  • resize battle buttons

  • reposition nap and lv+ buttons

  • add layout label to view

  • export layout

  • update new level and XP button at the new control

  • add new level and XP button at the new control

  • update layout

  • decide around here if will create GriBattleControl or try to do everything frmo giant gri control

  • create new Level and XP layout

  • create main battle view new class

  • create new battle ui branch from

  • fix the enhance UI

  • create system to take aekashics file, rename them and put them in the commons folder

  • array of monster names

  • array of monster files

  • pick out monsters for the game

  • added backgrounds to wiki

  • fix light slash icon situation (should remove space when getting skill icon?)

  • feed skill icon with correct sprite

  • make skill icon visible if skill set and invisible if not

  • instantiate skill icons and offset them correctly

  • add skill icon elements to equipview

  • don't show level text on equipment screen for skill set

  • make skill button icon and text change collor when disabled

  • add mp to upper left of skill button

  • add correct icon to skill button

  • stop having text in skill button

  • add icon to skill button

  • change size of skill button to new size

  • new archetype for skill button

  • create code to generate map of skill to icon from skill proto data

  • get icons for skills

  • Equipment sets mistyped as equipment slots

  • change localized string thing to a hash algorithm

  • consider ordering the Isabel sprite

  • fix numbers in equipment stat view

  • create mechanism to update and remove notification for tab buttons (maybe just remove when hovered or selected?)

  • create code to remove notification data when element is ignored

  • create code to update notification data when rendered

  • create code to render notification data (just render a red square to the upper right of the element that blinks)

  • add notification data for equip button

  • add notification data when getting equipment for tab

  • initialize notification pers if null during save or load

  • feed notification persistence when saving

  • move data strin / id of equipment button to battle manager

  • create data structure for notification system in reusable

  • reposition layouts according to svg

  • fix story of full verison saying it is next update problems

  • separate story_main.json final cutscene into a separate file

  • stop doing text resources instead do text as compile-time loading to simplify code

  • fix lu lock when you play without using Lu

  • fix hover header going inside main text hover

  • Thunderrod icon

  • flame edge icon

  • add header to inventory

  • add header to filter

  • tweak header of equipment sets

  • Add header to EQUIPMENT SLOT

  • actor view tweak to say ENEMY STATS when appropriate

  • send marlon Nova Hyper mode instructions for MC and for basketball dude

  • Add header to PLAYER STATS

  • LATO FONT FOR HEADER EXPORT BMFONT

  • update look of attribute numbers and their distance

  • fix position of main button layout

  • blood thirst icon with description

  • new equipment set buttons with new image

  • export new sprite for set buttons

  • new filter buttons with weapon image scale 0.5

  • emoticon system with emoticons in attributes

  • fix game not updating bug

  • if skill set make the icon be a book

  • change equipped layout to be horizontal

  • get icon for each equip type (or buy or make)

  • all 3 armors icon

  • only put necessary graphic assets on assets/common

  • feed icons for mod 1 and mod 2

  • instantiate mod icon element

  • create array for mod sprites with all mods

  • pick missing icons for mods

  • feed item enhance

  • feed item level

  • text for item enhance

  • text for item level

  • make sprite into separate UI element

  • treetrunk sprite

  • prepare comission info for two new characters

  • get comission ready for basketball dude

  • redo event

  • get submission ready on NG

  • get submission ready on itch

  • release GRI after work on Akatsuki

  • publish on itch

  • update descriptions

  • update trailer and screens

  • create image time replace for capsule

  • remake release builds for browser

  • upload zip

  • create zip

  • check to see if UNSTABLE is gone

  • regenerate Steam build without UNSTABLE label

  • upload game on Steam

  • call start attack method

  • either have an attack event or have an array of cards that attacked this frame in CCBM

  • or just add bool for attack that gets deactivated

  • patch browser beta

  • fix browser beta mouse problem

  • access portuguese version?

  • export data and create portuguese language version of current strings

  • add tab names to localization

  • create banner for update

  • pick a backgroudn

  • create gifs for steam page (battle) (equip) (arcania) 600x200

  • create screens for steam page

  • next frame button

  • if frame skip is higher than 0, decrease one and run update once

  • if press M, make frame skip be one

  • int for frame skip on globalsettings

  • pause button

  • do a release thingy to update steam beta AND also release browser beta

  • change upgrade in equipment menu to enhance

  • stop all skills from being usable outside of battle

  • remove buffs when resting

  • nap recover MP

  • add magic buffs

  • add new magic skills

  • add magic armor

  • add magic mods

  • fix problem of scroll shadow being hovered

CLOSE HERE AND PREPARE FOR TRAILER

  • artwork 1280x720 and 1920x1080
  • get image of the logo separated
  • get image of the logo full
  • fix small bugs
  • add blood splatter
  • create animation of backgroudn blood
  • create animation on spine
  • separate gif into sprite sheet
  • fix button help thing not working
  • stop too strong elite enemies from appearing too early (thus allowing simple elites to appear more often, which is the intended experience) ??
  • make it clear that things are scrollable with a bar below and a short shadow coming out
  • support for north shadow
  • if cannot scroll down, hide south shadow
  • add time delay when auto getting money
  • text fade in text effect spine
  • show money dropped
  • automatically collect prize once you clear the area
  • automatically collect money if enters exploration mode
  • automatically collect money if has over 7 prizes
  • give hover radius buff to prize views
  • support for hover radius buff
  • make resource be absorbed by player
  • make resource move to a random direction from enemy on spawn
  • update method to make the movement happen
  • move utility setting up movement in the control
  • create movement class
  • call the methods you will need from the future movement class in the gold spawner
  • add moving text for resource gain
  • see if you can delete the old way of loading skeletons and migrate everybody to the new way
  • create mock up for prize text OR just try with pure text
  • look at reference from orb of creation for the prize text (possibly record it)
  • test to verify that the view is disappearing
  • test to verify that player is getting money
  • at arcania battle integration look for request process battle prizes, consume them, mark them as consumed
  • after hovering, change state to request process
  • if battle prize is new, add it in the enemies position
  • if battle prize is new, tell it it has been seen by the view
  • add update method for each control unit
  • update method inside battle prize
  • initialize battle prize control with GRIControl
  • create battle folder and add both view and control inside
  • make player stop dropping money directly and start dropping a prize
  • create persistent array of prizes in BM
  • write down specification for money dropping mouse hover thingy
  • add money asset in folder
  • find money icon
  • upgrade armor in explore
  • apply patches

Arcaniaaa

  • rebalance nonprocedural content taking into mind procedural content

  • add nonprocedural content to support procedural content

  • continue playing game to unlock everything and find problems

  • mystic candle upgrade that when completely made gets 0.6 esoterism

  • passive generation of all 3 lunar things

  • add lunar chandelier UPGRADE (not resource)

  • add lunar candelabra UPGRADE (not resource)

  • add lunar candle UPGRADE (not resource)

  • add buy candle

  • add candle resource

  • make sure buy action cannot be used if you don't have something to sell

  • add debug command to modify resource

  • ask for girl and say you plan to ask for the capsule art next

  • prepare artist brief for monster

  • check if passive generation is fine - fix test

  • if completing actions will give mod bonuses, do not disable even if result gives something above max (reinforce max though...)

  • show lunar flower

  • show result rate of increase in attribute rate

  • you can read lunology book twice and it each time you read gives skill level max+1

  • after increasing it, can buy lunology book

  • create steam announcement

  • buy merchant book, increases max skill level

  • create lunar flower creation action (require lunar energy)

  • create lunar flower resource

  • buy bottle bin (max bottle + 5, max mystic bottle + 5) can be done 10 times

  • buy flower vase action (similar to current flower vase)

  • support for passive generation of resources

  • actually update value if rateProgressMicro above 1000000

  • when battle begins, cursor battle button

  • nap button high light when resting only

  • add hover to sleep

  • change back to main before doing development

  • create new branch for the beta (just in case you need to fix a bug in there or something)

  • after release, merge triple choice into main branch

  • let discord users know about new beta accessible in two ways and say that browser users who want can also request access

  • remake Steam builds

  • commit bug fixes (keyboard and settings)

  • fix tests

  • fix Steam Unity button bug

  • prepare play test for Steam version

  • prepare beta build for paid version

  • remake unity build with new save slot

  • Manually test old save (will automate later I guess)

  • add a save from the in-dev version to the save list

  • test game on unity

  • special battles are having wrong image for enemies

  • add hover to auto explore

  • fix mask in story cutscene to be the same height as equipment limit in story

  • return set button cursor group to below battle group

  • fix feedback button position so it doesn't hit the set buttons (can also fix set button position) because feedback button will also have error buttons...

  • disable auto exp in Isabel mode

  • move auto exp to upper bar

  • implement auto exp icon

  • create auto exp icon

  • write method for unity full screen

  • play test the game (do tuesday tasks?)

  • test support for having a Isabel area that needs a certain Yuu level

  • add cutscene to new locked area

  • rexport story through sh

  • write new cutscene for having to play as Yuu in yarn

  • rename You as Lu

  • create area where you have to level up Lu in Isabel mode

  • create support for arcania external requirement

  • save Lu level in Arcania

  • render correct area text in gri control based on progress possible

  • add external requirement system for area not clearing in battle manager

  • support for having a button to full version

  • support for having a button that links to Yuu in a given Isabel area

  • functionality for new Yuu button (loading the other character)

  • added two new buttons to main control view

  • make arcania_speed stronger (increase multiplier and do it x times)

  • investigate rite res gen for res2 and res3

  • can still see XP even after level is maxed (and can continue studying even though there is no higher level)

  • show duration of action

  • show max and value of actions which have max above 1

  • you can buy stuff but not sell stuff lol

  • scroll on resources

  • investigate bug of not automatically resting sometimes when studying (it's probably related to the change you made regarding performAction on persistent actions maybe...)

  • add new lunar action json to arcania

  • fix lunarres requires

  • fix riteres requires

  • reduce number of resource costs for moon stone and bapu

  • fix hover going below screen

  • Lunology skill to increase maximum of lunar resources

  • Moon-adoring unlocks at level 5 and moonbathing > 3

  • Moonbathing unlocks at level 4 and moonwishing > 3

  • Moonwishing unlocks at level 3 and also moongazing > 3

  • completing notice the moon 3 times clears requirement for moongazing (max+)

  • lunology level 2 unlock "Moonwatching", which increases max

  • gen of res 3

  • gen of res 2

  • lunology unlock lunar energy generation action

  • lunology level 1 unlock lunarenergy

  • every level of lunology increases all 3 lunar maxes (5, 3, 1)

  • lunology require ritual for sahi

  • add lunology skill

  • ritual skill unlock chain

  • add the other ritual action for arcania in procedural json

  • other actions should just have previous action as req

  • requirement of procedural be first action req

  • add requirement in procedural

  • add procedural actions for arcania

  • create reader method for procedural action

  • add procedural action json to the arcania control

  • add the one ritual actions for arcania in procedural json

  • Lunar Sword Ritual (upgrade, need lunar energy, sword statue, lots of everything, including dark leaves and esoteric stones)

  • use lunar energy to embed stone and increase stat (permanent upgrade)

  • mysticstone resource (increases max esoterism even more)

  • embed stone with esoterism action

  • basic ritual fill resource actions

  • Ritual for sahi III

  • Ritual for sahi II

  • add ritual unlock chain

  • add basic Sahi Ritual I

  • add ritual resources

  • unlock chain for commerce skill

  • move resource to own file

  • click on character icon also toggle napping when napping possible

  • test auto-sell (show text auto-sell in the drop item tab)

  • integrate between arcania autosell and battle manager

  • auto sell resource

  • auto-sell toggle two actions in arcania

  • add auto-sell support of normal item in battle manager

  • plan arcania content

  • hover below main battle button

  • rebalance challenge areas

  • give elite enemies piercing bonus (not 100%)

  • add full screen settings button

  • selling icon of resource is wrong sometimes (probably after needing stones to upgrade)

  • typo fixes: beserker, agressive

  • remove XP cap

  • remove softCap on XP(divide by two), item level (just divide item level by 4), and area XP bonus (double current soft cap)

  • increase item drop rate of elite enemies

  • decrease item drop rate

  • increase XP / gold bonus of higher elite levels

  • reduce equipment level scaling

  • reduce area XP scaling

  • reduce normal XP scaling

  • Isabel not have exploration mode OR rebalance isabel mode to have more battles... :(

  • do not sell during sell worse if the better item has less of a starting level than the worse item

  • bosses level bonus are somehow broken

  • make the button NOT be the first element in the cursor group SOMEHOW (it is bugged when starting the battle... Or maybe figure out another way to solve this whole issue)

  • make the level up button one pixel to the left though lol and add it to the cursor group

  • add levle up button as a screen offset right above the main action buttons

  • stop adding level up button to any layouts

  • make level up button back into main action button

  • area clear effect position fix (above loot message?)

  • making it auto explore should also turn off special battle

  • maybe I should just add the special battle object to the battle manager and let it tell it when to stop (smartest decision ever? stop decoupling)

  • changing areas needs to stop elite enemy battle - just stopping the battle should stop it really :( as soon as enemy becomes null

  • if on max level, say cannot upgrade because of max level

  • show max level on upgrade equip

  • show which buff you get when writing on option

  • use random modifier in option to decide between extra XP or extra gold

  • create support for random modifier in option

  • if elite enemy, automatically give x9 XP bonus and X9 gold bonus

  • enemy defeat bonus XP support

  • gold bonus support in arcana battle integration

  • change fight button name if special battle 'Fight elite enemy'

  • rebalance options using the new battle options

  • add elite enemy option to all 3 options (?) or just make it fairly high as a second option?

  • if change area, cancel special battle

  • if fighting buffed battle and nap, go back to exploration mode

  • if fighting buffed battle and lose, go back to exploration mode

  • make battle argument 1 be simple buff (elite enemy) of life+200% attack+100% speed+50%

  • get current enemy sheet from bm if no enemy sheet overwrite

  • feed all possible equipments to enemy area info in battle special, and just choose which one to equip by using the modifier in hand (make default value -1? Or have first equip be null and thus make it not equip null stuff by making it -1?)

  • create enemyareainformation in battle special

  • enemy area information overwrite support in battle manager

  • create method to summon enemy from battle area information

  • investigate how to do buffed battles

  • reduce distance in lower misc buttons and in set buttons

  • restore equipment upgrading and rebalance exploration options

  • boss areas have no exploration

  • enforce EXP button toggling and turning on auto-exploration

  • add button next to nap button called EXP that toggles auto exploration (from gri control area)

  • change color of hovered button text

    • changing area always results in a fight?
  • changing area keeps same exploration options

  • can fight enemies while recovering

  • changing area does not refresh current fighting enemy

  • hide max level from skill set

  • hide money when fighting

  • no way to check amount of coins during exploration

  • have a exploration view in battle

  • fix tags when binding to subset

  • bind money to subset

  • create subset from inside area control

  • add code to manually create layout (?)

  • add subsetmanager to control and integrate

  • possibly refactor current view code a bit

  • check the way current resource view is established and think about how you should design the system

  • area message centering

  • cursor group separated for lower misc buttons

  • add upper bar to tab buttons

  • fix monster view

  • center turn order

  • center upper misc area buttons

  • center battle monster UI

  • center battle actor hero level label XP label

  • center battle actor hero bars, name, icon

  • center dropped equipment layout

  • add exploration buttons to main cursor group

  • wtf happened to EQUIPMENT SETS thingy

  • move soul crush to upper misc button

  • move nap to button misc group

  • move level up to button misc group

  • new centered position for new layout

  • new centered position for set buttons

  • new centered position for main buttons

  • consider having a different text color just for attack buttons

  • tone down main text color

  • move mockup of 3 ZzZ buttons to main texture thingy in mockup

  • mockup the ideal battle UI with grouped smaller function buttons (move level up, decide what to do with sleep, move soul crush to upper place)

  • enemy UI remains after killing enemy

  • upgrading equipmen wihtout equipment looks messed up

  • fix story not playing Isabel

  • investigate issues caused by events getting cleared :( :(

  • stop exploring areas challenge areas

  • stop exploring areas without enemies

  • stop exploring areas after they are cleared

  • mile stone: upgrade wallet

  • see if upgrade wallet is functional

  • show wallet upgrade mod on arcania hover

  • stop forcing button 1 to upgrading

  • upgrade wallet action similar to get coin

  • feed wallet upgrading (takes a full wallet but doubles max amount)

  • bind .json to option type

  • read and enforce exponential_max_multiply mod

  • create action in .json file for wallet

  • bind triple choice to arcania action

  • port upgrade equipment to arcania invisible action (feed values manually at GRI side), max equip level thing also do enforce manually

  • manually enter hover information in case of fight

  • create method to refresh gri action data based on TC option type (written by hand for now I guess)

  • call updatebuttonwithoption from gri area control

  • updateButtonWithOption continue

  • arrays of runtime unit and option type

  • continue bind method to feed a button with arcania info

  • tag method and tagging of get money action

  • create a tag class

  • define tag arrays in basic arcania data - bool array

  • investigate noblesse with counter attack enemy

  • mile stone: coin+ option have a probability to them

  • change exploration button functionality based on choice

  • change exploration button name based on choice

  • make decision if two or three events too

  • get option 2 event from distribution

  • get option 1 event from distribution

  • generate distributions when instantiate control area

  • method in option model to feed distribution and feed option data at the same time

  • method in OptionModel to generate an option position based on a given distribution position

  • inside of OptionGen, add weighted distribution information from randomdistributiondrop

  • milestone 1: fight enemy, upgrade equipment, get free money

  • add something about probability

  • create a design document for three choice document

  • enforce max and min when rewarding and spending

  • change initial max money

  • make soul crush nerf multipliers

  • soul crush remove equipment upgrades

  • show max level in equipment hover

  • enforce max level (cannot upgrade)

  • recalculate attributes after upgrading

  • show equipment name, this level and next level

  • show calculated level in equipment name in general

  • fix hover change without updating

  • if not enough gold, say NOT ENOUGH MONEY in hover

  • show cost when upgrading in hover

  • improve equipment and spend gold if upgrade pressed

  • fix battle events accumulating forever

  • disable upgrade button if not enough gold

  • create method for new upgrading equipment similar to the method for old upgrading equipment

  • make enemy drop brazilian coins (fixed amoutn for now)

  • create new resource for brazilian coins

  • arcania battle integration know when enemy died

  • correctly change between modes

  • hide exploration buttons if battle mode

  • hide battle buttons if exploration mode

  • have modes in griAreaControl

  • clicking an exploration button resumes battle and you fight one enemy normally

  • create 3 exploration buttons in view

  • bool to stop enemy generation in battlemanager

  • investigate buff bug

  • control & view class

  • create data structure for option

  • change branch

  • fix repository

  • settings menu

  • make buttons change value

  • show current value in label

  • call update method of gri control settings

  • instantiate gri control settings in gricontroltitle

  • make settings control change betweeen modes correctly

  • store wheel visibility somewhere

  • add settings label showing current settings (possibly to same layout)

  • add settings button for increasing and decreasing mouse wheel power

  • tag settings

  • settings control class

  • area complete animation to game

  • test capsule to reply to Caio

  • animation on spine

  • change branch back

  • upload steam full

  • upload steam demo

  • export steam

  • export browser

  • mystic elf max life fix

  • mystic elf should have really high magic attack not just attack

  • add level up animation to game

  • separate spinemanager from spinegroup

  • create gri view constants

  • create text rendering on top of sprite rendering (might have to change eventually)

  • create spine text parsing and data format

  • rename effect textures to have e_ before them

  • level up effect added to spine

  • level up effect on character made in Spine

  • choose texture for level up come down

  • show animation only once

  • correctly position hit effect during hit

  • problem story images not showing up because jpg

  • change png loader to include the entire file name in the path

  • add file path to sprite

  • fix problems (green)

  • try out mechanism for drawing animations on spine

  • get color from slot

  • get scaling from bone too

  • reply to review

  • update steam build with fixed build

  • fix turnRecharge not check null bug

  • update steam photos

  • reduce unlock level for auto-advance

  • create new branch for Steam release

  • release

  • enforce auto sprite scaling

  • create scaling for skeleton autoSprites ONLY

  • apply pivot to draw sprite method

  • add pivot to draw sprite method

  • create autogen class that generates a class with all text files using fileembedder macro (nodeJS + macro separately)

  • make sure current mechanism for loading json is safe in unity

  • actual render of spine sprite binding

  • create slash animation after rewatching ludumd are winner games

  • white circle texture for the overlay effect

  • decide on texture for slash

  • move actions json to own file and load with macro

  • slots with "-m" do not get autoloaded

  • continue automatic spine sprite loading

  • make autogen sprite class also have a map of all sprites

  • make autogen sprite class use sprite class instead of typedef (possibly have an option or whatever)

  • delete old macro class for sprites

  • investigate eff

  • create story

  • requires explore city

  • help out kid cutting out plants (increases life, stamina and gives you some coins)

  • selling unlock actions

  • make unlock selling need explore large building

  • explore large building

  • explore city action

  • clear mist action

  • selling basic actions

  • buy sword statue (expensive) (upgrade)

  • buy wallet (increases max coin) (upgrade)

  • buy dark leaves (no effect, material only)

  • dark leave resource

  • buy copper stone action

  • copper stone with mod for max esoterism

  • coin resource

  • once skills level up, throw event

  • make skills functional (buyable & studyable)

  • if level is full, disable study

  • once XP full, level up

  • do not increase level if full

  • adjust max XP based on current level

  • study hover have skill level and skill xp

  • study get XP

  • study have requirement on acquire

    • feed skill data with the four targets
    • create an action to study skill
    • create an action to buy skill
    • have an invisible resource for skill Level
  • have an invisible resource for skill XP

  • fix game analytics to differentiate between Sara and Isabel

  • feed skill runtime array which will resolve resources & actions, keeping it inside the class

  • skill runtime array

  • skill runtime class

  • have skill data class have only the IDs for the resources & actions

  • have an attribute in action / resource base data that links to a skill with an int

    • separate need from require in sahi minds
    • slow down everything? More duration on tasks, higher maxes and costs
  • 0.17 full

  • 0.17 demo

  • 0.17 browser

  • 0.17 issue continue https://github.com/Pidroh/HaxeRPGUtilities/issues/30

  • test chapter 2

  • if full version, isabel max level 40

  • fix some stories showing up wrong timing in full version

  • chapter 2 unlock condition

  • add enemies to enemies areas in chapter 2

  • add level offset to empower chapter two enemies

  • make chapter 2 only exist in full version

    • feels as if there is either another cursor group OR some stray element being added to the story, it's opsition is weird (can also be accessed from left and right, so maybe not a different cursor group...??)
  • MIGHT DISAPPEAR ONCE STORY STOP AUTO PLAY??? very weird bug of memory tab having an upper button near the tabs that you can press UP to get to

  • bunch of story cutscenes play out as soon as you begin isabel (urgent)

  • add ids to existing story

  • customize story generation code to generate all files

  • separate story into multiple files

  • sell worse equipment hover might give further details that would stop some "bug reports" and misconceptions by saying it doesn't sell items equipped to different sets

  • main14 text distance between letters is too large, looks weird

  • test current soul crush configuration

  • create custom debug command to change level

  • hold PO and press J to open debug prompt (reusable class only used if #dev)

  • continue developing DebugCommandGeneric

  • investigate how to get input from javascript browser

  • change cutscene trigger soul crush and soul crush visibility requirement

  • increase difficulty of unlock soul crush

  • fix test

  • fix showing of message (lower in the screen, dark background)

  • veteran stat increase damage multiplier

  • put veteran into player stats

  • throw event if clearing soul crush

  • add new veteran to wdata

  • when soul crush wiping, find out why it doesn't change region

  • commit: notification system & clear soul crush support of older versions

  • fix tests

  • has a buffer if multiple messages end up getting shown

  • shows on screen for 10 seconds

  • support for full screen notification style messages

  • fix mouse in scaled mode

  • write first

  • Make your UI readable from several feet away. Our rule of thumb: when your game is running at 1920x1080, your fonts should be a minimum of 24px in size.

  • break line between pedro gabriel and fonteles furtado

  • hide resources when equipping

  • hide stats when upgrading

  • bring stats up in equip

  • fix left hover

  • add scroll and extend height to action buttons

  • extend filter buttons layout to max width

  • extend set button layout to max width

  • move drop log left and down (possibly will have to move everybody to the left...? Or make it only 3 items...? With lower max width...?)

  • take currencies further down (make them be tied to bottom of the screen?)

  • tab buttons adjust width

  • bring turn order further up, battle buttons, set buttons also go up

  • see if achievements are working

  • create new steam build and test it a bit

  • fix problem with unity and biggest font not showing

  • fix layout of "lowerbuttons" to be a bit higher and not overlap

  • commit bin git without pushing (leave it at 0.15 for now)

  • continue https://github.com/Pidroh/HaxeRPGUtilities/issues/29

  • take a look at what is happening in unity

  • add achievements inside of steam with updated ids

  • re-read achievements documentation lightly

  • take a look at what is happening in achievements Steam side

  • write final cutscene of ch2

  • continue summary of chapter 2

  • create data for time casting action

  • increase space for enemy stats (red flan defense going to next line in actor view)

  • make sure arcania log doesn't get in the way of the UIs below

  • do not hovers on arcania if not on arcania tab village tab

  • draw a rectangle for progress on currently running action (or just show percent?)

  • fix blocked action go back to resting even if both are blocked

  • fix never stop sitting down

  • implement showing running action everywhere

  • enforce need when doing check enable

  • render need on UI

  • read need

  • highlight advance button (some players are getting stuck, maybe even make it a main action)

  • decide on graphic for highlighted button

  • make sure icon is correct image depending on character

  • add icon

  • when starting story auto rest if has enemy

  • move story buttons a bit up and little battle a bit down

  • make little widget be in every tab

  • feed charge mp information if charging

  • mp bar charging difference

  • mp bar image

  • feed battle status in mini widget

  • create vectors for text and color in battle status

  • feed MP in mini widget

  • show MP in little battle UI

  • feed HP to mini widget

  • create layout for mini UI

  • show HP in little battle UI

  • Mock up little battle ui

  • region buttons and area buttons look confusing and part of the same thing (right side tabs...?! :O :O)

  • create mockup for right side tabs

  • fix fake "buttons" issue, like the logo having a square thingy

  • remove monster stat info when hovering over region buttons

  • showing hover of equipping information when hovering over it

  • keyboard support for village Feedback: investigate making game maximized from the start Write support for non-xml FNT reading upload full version Fully integrated Haxe Unity build system for demo and full version

  • change application name to Generic RPG Idle

  • see if you can automate Unity build from command line

  • add - full to build just for testing AND remove it after

  • write 'demo' some where if demo

  • write check in code to not have wishlist button if # if demoversion --- VERSION 0.15 BROWSER --- VERSION 0.15

  • allow arcania access in bin build

  • do rest action

  • have hold press fields in UI elements

  • create method to check if action wants to be holdPress

  • check if fix mind of sahi problem

  • write test for mindofsahi I requirement (player level)

  • make sure cost is only reduced once

  • add duration to some of the actions like esotericdreams

  • feature request: support for actions which have COST, RUN, and MODs. This means that it's an upgrade that takes time to make, has a COST to start and a cost to RUN.

  • feed level from battlemanager

  • content: define more subsystems to increase max esoterism

  • change tab name for village

  • change content that talks about going back home

  • embed flower perpetual

  • dwell on flowers max 1

  • fix current problems with Saci mind I and II

  • creativity to unlock flower ornament resource making

  • flower ornament resource

  • Higher Esoterism

  • Spirit Bless

  • Bless of Flesh

  • mind to sahi II

  • see if you can get weapon improve system back to players to try it

  • reapply mods when loading

  • restore saving of arcania

  • unlock village tab from the beginning GOAL 7: new story sequences & small readability polish

  • increase font sizes of arcania log and resources

  • fix weird bug of very specific texts having wrong heights

  • have stamina and mental start at 0

  • fix bug of text cutting wrong to the right when breaking line at a big word

  • enforce story triggers

  • enforce initial story

  • read story json

  • create the story triggers

  • create story jsons

  • GOAL 6A: add save/load

  • possibly add costs of flower to opening yourself up to Saci

  • creativity, esoterism, mental to give flowers a bonus to max esoterism

  • fix: creativity does nothing

  • investigate if correctly reading run field (using a test in json AND THEN comparing test json to real json)

  • enforce run field

  • add description for the resources

  • draw mod when doing basic hover

  • actual hover in resource

  • Cannot buy nurturing moon

  • imagine and commune should be continuous actions

  • resources don't have description

  • Agressive Moon & Nurturing moon giving by SECOND, not just raw give

  • flower vase has infinite amount

  • integrate log and make it work

  • create method to move layout object to beginning of array

  • method to feed log view

  • create N log widgets in log view

  • create log view class

  • have unlock things create event object

  • show costs of Sit down

  • show gains from Sit down

  • add max values to resources GOAL 6: fix UI by making it work nice with the village tab, while disabling weapon talent for now

  • make arcania stuff be village tab exclusive

  • create a compiler directive to disable weapon talent system GOAL 4C: enforce minimum power up functions through the village (blessings of Sahi)

  • in Village update access Arcania system to get the stats needed and integrate to battle manager outside stat bonuses

  • use both of those to feed the outsidebattlestats of the Battlemanager

  • use the keys of the arcania stat to create an array of RuntimeUnits and an array of Battle Manager stat names

  • create a map of Arcania Stat TO player battle manager stat

  • make outside stat bonuses be added in stat recalculation

  • add outside stat bonuses to battle manager GOAL 4B: try out system and think if it is worth adding into the game GOAL 4A: power up functions without actual power ups

  • 5 resources for stat bonuses which require themselves to be shown

  • player level as a resource that starts as 99999 for now

  • enforce requirement with child

  • add test for & and OR

  • implement condition that has &

  • make life, attack, defense upgrades

  • generate json related Mind to Sahi

  • Esoterism resource json and Esoterism generation action json, which require offering flowers to Sahi

  • hide resources if not visible

  • Create new arcania content plan that includes blessings of Sahi and removes bonding with the old man GOAL 3: running actions have selected button, make bottle actually make bottle. Bottle increase max flowers.

  • make max 1 action disappear after use

  • bottle increase max flowers (mod system)

  • design mod system so that one thing can increase max of another

  • create test for resource increasing another resource max mod

  • make sure pressing K to max all resources will also apply respective mods

  • create a method to handle all value changes

  • mod interpretation from json

  • make bottle make bottle

  • make K cheat also max out arcania resources

  • run selected GOAL 2: two actions that get unlock (make contemplation area, give flowers to old man), hover showing cost of action

  • add hovers to action that shows cost, among others

  • limit layout width to avoid overflow

  • if requirements met, update seen

  • if seen is 0, hide action

  • make sure actions increase value upon use

  • enforce require without expression

  • make sure require without expression is being processed correctly

  • add json for give flowers old man

  • add json for contemplation area GOAL 1: get a working arcanum like system for the first 3 actions with UI

  • start game with full stamina

  • running action auto-stop

  • if action effect can't make a difference, stop action

  • enforce max of resource

  • interpret max values from json

  • if click on running action, stop it

  • stop action if not enough to pay (disable action)

  • inforce cost

  • make the other two actions also work

  • also make action running if action is perpetual

  • read effects when reading action

  • update action progress and resources accordingly

  • if action has duration, save the action in the runtime as the running action

  • update resource views on update method to put in current values

  • fix running issues

  • add resource views

  • create two new layouts, one for action and another for resources, export them

  • call loadData in arcania control

  • make action be executed on button press

  • create typedef for full persistence object

  • create basic persistence class

  • feed button name

  • create a button for every action

  • create json method to load array of basics

  • create arcania model method to load jsons

  • create json for resources

  • arcania control gri class creation with class for hardcoded jsons too

  • examine how resources are going in Arcanum so you can design that system before hand... (Currency system use or not...? also has to decide)

  • max support in action

  • requirement interpretation test

  • requirement interpretation for X>5

  • write down test reading of json and check if data loads correctly

  • create JsonText.hx class

  • create test folder in Arcania

  • fix practice point max feeding

  • hide bars if at max level point level

  • hide bars if at max level talent level

  • talent studying for all weapons

  • talent should start at level 0, with practice unlocking at level 1

VILLAGE SYSTEM 2A

  • show rank of acquired bonus
  • store rank of acquired bonus
  • show talent set thing point level
  • fix bar max XP to show real value on point XP max
  • level up talent set thing
  • get set talent XP when rerolling form
  • add debug command to get max resources & show distribution on hover of change form making it clear it is related to the rank
  • launch new grounds --- VERSION 0.14 STEAM DEMO
  • make currency visualizer in gri equip only show lagrima and lagrima stone --- VERSION 0.14 BROWSER
  • release issue
  • still selling broad sword for tree trunk wtf man write a test for that and fix it
  • write test for selling broad sword auto when have tree trunk
  • get random rank prize when rolling and use that to generate the mod
  • implement method to get the mod from the prize ranking
  • create method that will give the distribution of rarities
  • getAPrize method implementation (may have to send a random)
  • class for distributions of rarities
  • define how you want to distribute rarities throughout ranks

VILLAGE SYSTEM 1 REVISED

  • make it take way longer to get to level 3 talent (what kind of balance to use... maybe expand to level 5 since level 2 unlocks practice mode)
  • change talent XP to have the numbers described below
  • write a test code for the scaling resource to see if it behaves like that (reproduce numbers below)
  • create overwrite system for scalable resources
  • make north of both cursor groups be tab cursor group
  • activate cursor group when changing mode
  • make talent cursor group initial group for tab
  • feed cursor group practice
  • feed cursor group talent
  • if you don't have sets unlocked when you unlock the practice system, only show first set
  • bar hovers on the bars
  • hover explanation on what study does and the cost
  • only show practice tab once you have 50 of time
  • increase PP max to 500
  • commit : xp and point going over max bug
  • XP also going above max?
  • fix point going over max bug
  • show talent XP
  • leveled up talents give more practice points when studying

VILLAGE SYSTEM 1

  • talent level show
  • talent name show
  • make current system presentable
  • make talent data be loaded
  • make talent data be saved
  • make practice only available at level 2 of talent
  • make talent level up when enough XP
  • initialize runtime data of talent and calculate max XP of talent
  • initialize runtime data of talent and calculate max XP of talent
  • make studying the talent increase talent XP
  • fix story bug offset
  • unlock auto-repeat condition
  • make it so that either auto-repeat or auto-advance can be active at a time
  • create auto-repeat toggle button
  • auto-repeat logic in battlemanager with bool
  • create graphic for auto-repeat
  • move battle setbuttons layout further down
  • add talent name to talent widget and set name to single set widget
  • add xp left text to level up xp bar
  • add time left text to time bar
  • stop showing time bar if on practice mode
  • tweak size of the new village bar archetypes
  • change archetype of all bars in grivillage to different archetypes
  • show practice menu title
  • fix equipment layout for sets with width
  • show set names
  • no import save button in title in JS build like that
  • max time and max point
  • add max value support to currency model
    • enforce max value when adding currency
    • add max value to currency meta info
    • have a map of currency meta infos
    • create a class for currency meta info
  • goal: rerollable mods without ranks in a proto-ish tab (this might need the time system to work)
  • fix form reroll to not accumulate bonuses
  • stop showing time in title screen
  • only show time in battle and in practice
  • investigate why the fuck you can click on the button disable (multiple buttons...?)
  • show time in village too (do not use tab tags to manage it)
  • feed point bar in practice view
  • add point bar in practice view
  • fix adding points instead of spending
  • show current points in talent view
  • create point bar and offset to the widget in talent widget
  • offset study button to the widget
  • layout overflow in width in talent single set mode
  • enforce return button in practice mode
  • add return button to practice mode
  • clicking on tab should reset back to talent mode
  • create point bar and offset to the widget in single set
  • offset effect text
  • offset practice button
  • instantiate the widget as an empty object
  • instantiate single set widget as empty obj
  • implement disable button if nott enough points
  • implement decreasing points when reroll
  • initialize all talent currencies when starting talent model (might not be enough...)
  • disable study button if not enough time
  • make study method reward points
  • make study method consume time
  • add study button
  • update bar amount using time
  • implement time system
  • update time currency if during battle
  • create add currency method with float options that saves it into a buffer
  • add currencymodel to battlemanager
  • make sure bonus is being applied ONLY to that set
  • have a final condition for each set that you can easily add
  • enforce set condition
  • create set condition enum
  • find out why save is breaking :(
  • reapply conditional bonuses after rerolling talent
  • reapply conditional bonuses after loading data
  • feed form text
  • gri config have a save id for village dimension that can be different from normal save id
  • handle persistence master initialization management in gri village control
  • move gri talent stuff to gri village
  • create gri village control
  • finish implementation of getBonusText in griviewutilities
  • move equip view hover text generation (attack+1 speed+20%) to a reusable method
  • instantiate ui element that will show the form text
  • actually reroll form when pressing button
  • implement reroll method in talentmodel
  • feed set pos and talent pos to practice button data
  • store change form button in talentsinglesetwidget 0.13r Steam demo
  • add gamejolt folder to pre-release stuff
  • release on gamejolt
  • add jolt build to hxml 0.13 version browser
  • fix problem with prototype system
  • functional save import unity
  • investigate Unity save issues
  • change naming of item to stop +++++ madness
  • increase size of label upgrade sell since limit break kinda goes into number
  • move hover further right
  • there is a problem when doing preview on equipment tab, it shows weapons for example while showing armor filter
  • fix problems with selling equipment and broken saves
  • have new button appear because of tag change for change form
  • have start practice button disappear because of tag change
  • have that button show mode and switch tags
  • have one talent show one button to start practice
  • create method shell to instatiate a talent set practice widget
  • create talentview.hx
  • write down design of time system
  • make sure sell worse doesn't sell stuff equipped in other slots
  • sell worse equipment reset offset
  • select current filter
  • have all option for filters
  • hovers on filters
  • only show filter options you have
  • start without any filters on
  • initialize filters when setting up the view
  • reset offset when changing filter
  • align layout with equip buttons X, remove spacing, aling Y with equipped buttons, move equip buttons further down
  • fix bug
  • do the TODO in gricontrolequip
  • send the equipment type current to filter control
  • add the filter control thing to gri control equip
  • create method to feed the abbreviations to the view
  • research if you can use the lists (maybe used in region?) or whatever to feed the elements
  • add layout near set button
  • have each item type have an array of item abbreviations
  • fix: cost / upgrade labels going over mask
  • make completed story ALSO trigger an region unlock :D :D perfect!
  • enforce region unlock
  • create new event for region unlock
  • TestCommit: make region - area change when you get a story first happen event for that cutscene
  • on initializer of gri control, have the transformer of cutscene to area change
  • create logic to go over story control events
  • call event transformer update on story control
  • story control also have an event holder
  • make sure you can identify the first time you enter a cutscene through something that is NOT the memory UI
  • call update method for event transformer
  • create event transformer system
  • logic to compare and then shoot event
  • enforce change region event through data event holder passed to battle manager
  • create change region - area request event creatable by battle manager
  • commit: migrate event system from UIElements to a more broad system
  • make current data event array from uimanager take data from the holder
  • add data event holder to uielement manager
  • implement message telling you to play as you in the last area (in place of enemy view?)
  • feed message from safe room
  • instantiate the UIelement for the message in top of enemy view
  • data format and message for safe room
  • implement 'no bar, max level label' in XP bar if necesssary
  • create a thing so that only bindev gets the new tab
  • create release file for gamejolt
  • new tab called training\nprototype

0.12

  • update logo to be readable in small resolutions x-x
  • create windows build and send
  • release 0.12r unity
  • release 0.12r browser
  • https://github.com/Pidroh/HaxeRPGUtilities/issues/25
  • button press effect
  • keyboard short cuts trigger artificial press style
  • system for artificial press style
  • enforce pressed style
  • pressed style for button
  • character selection screen after pressing start on title (no dimension selection when first time player)
  • make new character selection mode only trigger if it's your first time? (how to check?)
  • add a character sprite to each dimension
  • add a character sprite to gri config
  • add description and title to each dimension
  • add button to dimension widget
  • add description to dimension widget
  • add title to dimension widget
  • add icon to add dimension widget
  • create add dimension widget method in view
  • process input for character select start button
  • create new mode in gri title view for character selection
  • do something with same mechanism as acceptance persistence for the character selection
  • create the 2 texts (explanation text, explanation title) for gri configuration
  • create layout
  • create mockup
  • if on upgrade mode and change equipment tabs, the upgrade cost gets hidden on top
  • 'sell worse' take into account equipment upgrade level
  • can hover on invisible memory button
  • fix: story cutscene buttons going out bounds when hovering
  • fix: story cutscene buttons scroll bug no mask
  • loading screen for save...? Unity version takes a long time to load
  • disable cursor moving (automatic moving?) if using mouse
  • add text in the end of amazonia saying you can play You's story
  • two achievement tabs (remove proto one)
  • privacy button overlap
    • maybe need to recalculate layouts after making them invisible?
  • investigate why privacy stuff won't be on top
  • cursor covering keyboard button
  • create layout for the feature
  • create unit test for this
  • create unit test for speed increase on broad sword
  • feed battlemanager conditional bonuses for the talents player has
  • system in battle manager to have conditional bonuses at recalculation
  • create currency model system to actually spend currency
  • make reroll method reroll bonuses without rank
  • attribute bonus have rank
  • feed some basic mods for attack magic attack defense speed magic defense
    • 1, 1, 1.5, 3, 7.5
    • probably a bit weaker scaling since they are cumulative
    • How to scale grand bonuses? (same way?)
      • 1, 3, 6, 10, 15, 20
    • how to scale the mods?
  • make train method give you XP
  • add talent model persistence to village persistence
  • create talent model persistence for all the talent persistence
  • make all talent persistence classes into typedef
  • make train method spend currency in the thingie
  • create currency spend data format
  • create code to test for conditions
  • create new battlemanager condition system (in RPG Data?) "Set has item type in item slot" condition
  • create data classes for weapon skills particularities
  • create data classes for skills --- VERSION 0.11 unity test game on unity --- VERSION 0.11 browser
  • fix challenge area have lore from lagrima
  • fix bug of amazonia area over the max thingy
  • amaozonia areas lore
  • some challenge areas lore
  • lagrima continent lore
  • procedurally generated areas have lore
  • remove old array based system
  • make area name be read from new system
  • feed area name into new region view data
  • create new data format for region view data & area view data
  • What is being cursored when playing with the keyboard isn't that clear (maybe put a bigger frame on top of the button...?) Like a blue rect thingy
  • MC miniature on turn order is wrong in amazonia
    • access the attribute data thingy from the stat view (stat view?)
  • fix counter attack hyouji
  • road of amazonia come first (only in the list)
  • fix situation of achievements not saving
  • MP max fix for rod
  • Treetrunk has +-15 for speed...
  • scroll back up when changing tabs
  • fix to counter from 0 to 2 preview
  • create initial item types separated from normal items
  • create system for item types to have level ranges
  • make certain mods not drop until certain levels
  • create system for mods to have level range when dropping
  • show healing with numbers
  • create event for healing
  • consider adding "-13\nblood" as a text to show
  • create blood event for when you lose damage due to blood (OR make it be a part of the normal attack?)
  • Attack at cost of speed mods
  • Speed at cost of attack mods
  • explanation for coutner attack attribute
  • fix counter attack going over bounding box
  • counter attack name show instead of number
  • explanation for mystic attribute
  • investigate bug of UNLOCK CHAPTER 1 => go straight to marino's hosue without going to isabel's house
  • fix: if SETs are invisible, you can still activate the keyboard group
  • Remix unlock order of region
  • Mystic Elf be super strong against magic
  • flan attack be magical attack
  • magical attribute that changes NORMAL attack to be magic damage
  • normal attack code separate from execute attack code
  • elemental rods buff max MP
  • fix the currency bugs reported
  • redo region progression system to have non-linear unlock of regions
  • update region button stuff to work with visibility instead
  • check that against seen variable to decide if show region unlock message or not
  • check every region if is visible every frame
  • add scroll to region buttons
  • elemental rods
  • support for attribute that buffs elemental damage
  • Calm Mod => defense up attack down
  • Dense Mod => defense up speed down
  • if there are no enemies, clear counter attack
  • coutner attack boss
  • counter attack weapon
  • create new animation for the counter attack text
  • submit steam demo
  • fix up steam demo
  • fix up home md to have something regarding 0.11
  • post on feedback friday
  • rexport unity because fixed shit --- VERSION 0.10 BROWSER
  • release issue for 0.10
  • hide damage-last-turn
  • text to make it clear it's a counter attack
  • check if bufferconter is null to optimize adding counter buffer
  • speed up turn counter IF counter attack
  • save damage received as an actor stat
  • create counter attack datas
  • do counters that take into account defense & damage
  • if turn ticking & has counter attack, do a counter attack instead of a normal turn
  • if attacked with counter, feed the counter attack buffer
  • arrays for both datas (counter data & buffer data)
  • create counter attack buffer data
  • create counter attack data
  • anti pierce boss
  • add support for anti pierce
  • level cap on amazonia
  • fix story scenes that have a ';'
  • add troll to gate of marcelo
  • equipment not getting dropped at chapter 1
  • feed enemy sheets into griconfigurer
  • enemy sheets created
  • make sure levels are normal levels and not challenge area levels
  • street: stray cat, giant rat
  • forest: nutkin, elf toad
  • think up enemies to have in the areas
  • isabel battle image swapping through gri configuration
  • figure out how griview is swapping battle actor icon
  • isabel battle image in playscene
  • create isabel battle image
  • make the check for peaceful area work even after reloading at peaceful area
  • fix problem with story lines getting cut off
  • add images for the four characters
  • need image for Victor, for Pedro, for Marino, for Iracema
  • character name as Isabel in amazonia
  • save request when changing dimension
  • fix test & change the unlock check to also include dimension id
  • put dimension id into griconfiguration
  • render both groups
  • fix test & change AchievementModelData to have an array of group holders
  • create new class AchievementGroupHolder which also has dimension id information
  • add story to the content
  • story trigger when entering hills
  • enforce auto visible and not auto visible
  • initialize cutscene extra data saying that all cutscenes to be triggered by griconfigurer are not autovisible
  • support for story triggering through config.eventToStoryTriggers
  • gameeventtrigger API
  • enforce ID on saving story
  • add ID as id:blabla in tag
  • add both text in hxml
  • make sure second yarn json has correct name
  • create code in story VS project to export both story modes
  • separate the story modes between the two dimensions
  • stop showing empty area button on region tab
  • fix hover on graciosa hills broken
  • correct reading from area data for enemy sheets / names & enemy number
  • correct enemy name in amazonia road chapter I
  • correct reading enemy number from the sheet
  • unlock chapter 1 after clearing '5 days'
  • do not hide lagrima continent when going to Amazonia road
  • fix: Marino~s house not allow advance
  • also save in correct dimension
  • change code to know if on safe area & fix test
  • enforce max area from region data
  • change save file between different dimensions
  • feed region name from new region data system, even for first region
  • feed area name from new region data system
  • add the dimension and see what happens
  • placeholder enemies for chapter I region
  • create areas for chapter I region
  • right now, save problems don't crash the game, so you can send that error to the server
  • test if error is actually being sent / saved
  • put the save when sending review / error / feedback
  • if send error request, send the error on unity
  • error report API on server
  • save to local file too when saving
  • test save game on mac x_x
  • sets not available from the beginning
  • adamanstoise name getting cut off --- VERSION 0.10 UNITY
  • examine soul crush problem
  • button reminders visibile even if button is disabled
  • remove hover on mouse triggering equip tab change, but keep on keyboard
  • make every set start with that specific skill set

0.09 patch on browser

  • Unlock an area wtf as soon as you start the game --- VERSION 0.09R BROWSER ONCE YOU GET HOME

  • fix region not unlock

  • fixed title screen button appear

  • put region data in battlemanager configuration while also putting region name in GRICconfiguration

  • enforce configuration change through title screen

  • put buttons for configurations in title screen

  • Continue button have int data to know which continue button it is

  • breakdown the gri view methods of adding buttons so that buttons are added later

  • send GRIControl the configurations when setting up in setupTitle

  • make tests work again

  • commit: data structures for region data (gricontrol/battlemanager)

  • fix compilation problems

  • implement resolutions

  • resolution ideas (try NGU)

  • Exit button

  • unity joypad implemented

  • test X and circle joypad unity

  • set buttons on equipment

  • call highlight method in griequipcontrol

  • call highlight method in gricontrol

  • create highlight method in set view

  • keyboard navigation out of equip set buttons

  • tweak distance of buttons in equip main action and in set buttons

  • redo equipment mockup with new positioning for set buttons and main action buttons

  • cursor group for set buttons in battle

  • new layout for set buttons in battle

  • mockup of set buttons

  • put equiipment names when showing sets but not when normal equip

  • hover on set button

  • investigate how the actor battle view does hovering to copy that

  • set button input processing in GRIControlEquip? Or GRIControl? Let's make it GRI Control

  • class for set button view

  • simple attack animation

  • using keyboard while something is cursored on mouse results in annoying behavior

  • Dropped equipment too bright

  • XP numbers overlapping some times (change positioning algorithm)

  • increase XP cap

  • title tab button disappearing fix

  • setting up the other computer

  • setting up the other branch for homebase

  • get gri wiki from git

  • hover MP & HP

  • fix event log to not overlap

  • make damage numbers not appear outside of battle tab

  • integrate spine with gri view

  • created basic spine classes

  • create animation for real on spine

  • export place holder animations to use in spine

  • put back entering in cursor group, but instead do not change the graphic only...?

  • do not go into default tab cursor group if using the mouse

  • changed hovered graphics

  • clicking on invisible region button

  • region slot hover update the list

  • equipment slot hover update the list

  • disable equip slot button if no slot of that equipment

  • loot list label

  • street enemies number adjustment

  • Locked skill hover message going over the box

  • fix text overboarding buttons

  • increase font size again

  • fix 9layer mask problem

  • divide ui rendering into layers

  • keyboard prompts

  • manually render the keyboard prompts to simplify code

  • add 9 patch to game

  • export 9patch

  • feedback form on unity with feedback option not just review

  • if never reviewed, open review by default

  • int to keep track of times reviewed

  • stop input and updating if canvas feedback form is active

  • test to see feedback on firestore

  • activate server new code

  • unity code to send to the other URL

  • cancel multiple times

  • feedback form class assign buttons

  • fix F to feedback button

  • if unity, show feedback button

  • create new method in server on google cloud with new URL

  • take a look at firebase structure

  • tab system for the two uis

  • create feedback UI --- VERSION 0.07R RELEASE

  • dialog for region unlock

  • keyboard support for popups

  • enter in cursor group when showing dialog

  • setupDialog in GRIView add to keyboard group

  • keyboard group for dialog in griview

  • clear area attack skill refresh

  • have some time when changing areas between last enemy death

  • soul crush HP recovery

  • after initial cutscene, title & battle tab only

  • bug: story trigger during hover active resulting still in hover being active

  • tab memory visibility condition

  • if trigger story automatically, return to battle afterwards

  • tab region visibility condition

  • loot drop messages visible in story mode, along side hover info (pretty broken when moving misc ui setup to title setup)

  • hide feedback button if story is active

  • hide feedback button in HTML5

  • actor hover broken

  • check if retention being called

  • fix retention start date bug

  • saturday tasks

  • show feedback menu when want to show feedback menu in Unity

  • complete add a keyboard shortcut to the button

  • bind button to element

  • bind key to button

  • add feedback button to layout

  • create layout for feedback button

  • investigate feedback system

  • post data using Unity when pressing Ok button

  • create a method to send post json data through unity

  • release issue

  • fix auto generated save on testing

  • generated save not loading

  • allow nap at full health

  • fix bug on soul crush

  • method to get the review json from GRIControl

  • record recommended or not in review UI

  • unity script for managing review UI

  • look up guides on how to write on cloud firestore from node

  • look up guides on Cloud Firestore

  • create data on post using post data

  • user id generation

  • try to do post on local server

  • other way to simulate posts? Since Haxe isn't being helpful https://cloud.google.com/appengine/docs/standard/nodejs/create-app - see if you can actually deploy, may need to recreate project?

  • cloud shell or local machine?

    • may have to use CrossTarget
  • haxe sending stuff by POST

  • reset button confirmation

  • get information on reset confirmed from view

  • fix 'hold keyboard skip area bug'

  • fix mouse problems in Unity (no dragging?)

  • no mouse wheel in unity

  • release issue

  • auto-select memory tab button after story end

  • do not allow confirm event if element invisible

  • keyboard press is ignoring conditions

  • currently selected region being the keyboard button is bad

  • having multiple ui elements hovered at the same time is bad usability

  • lower save rate

  • add reload support for C#

  • buff the reaper

  • put in game credits

  • make main URL be phaser version

  • move legacy version to legacy URL

  • clone git deploy repository in a safe place

  • skills from letter to number

  • setup steam beta

  • re-export unity

  • unity open url

  • fix initial resolution problem

  • story images incorrect

  • keyboard on unity

  • update images of unity project

  • check if pre-rellease is putting resources in unity proj

  • areas being unlocked when doing soul crush bug

  • bad text contrast

  • north support to title screen

  • item cursor group to tab north

  • add cursor to story

  • north handling on region cursor group and area cursor group

  • cancel support on region cursor group

  • set the down group of the reigion whenever you change tab

  • fix the situation with the keyboard and mouse fighting for hover

  • use it to stop the auto cursoring when interacting with the slot button

  • use it to stop the auto scrolling to cursored

  • create a latest input device system

  • bug: wasd moving two instead of one

  • bug: able to cursor into deleted hidden equipment

  • automatic scrolling when using keyboard navigation on scrollable

  • add cursor group to equip

  • separated ui elements into the 3 groups

  • add cursor group to title

  • redraw equipment screen with button tooltips

  • cancel tab of upper tab be tab cursor group

  • cancel tab of main tab be tab cursor group

  • change cursor groups when pressing ESC

  • disabled hovered style

  • selected hovered style

  • implement cursor graphics ingame

  • export and add cursor images to playscene

  • cursor graphics on inkscape

  • do not allow the cursor on uielements which are invisible

  • make it so that tab cursor group has some memory feature

  • make upper element thing redirect to tab cursor group

  • create cursor group for tabs

  • pressing a direction that has nothing will trigger a check for a noElement thing, possibly changing cursor group

  • pressing a direction will change currently cursored element

  • make cursored thing be hovered

  • copy from JS keyboard arrays to Keyboard arrays, instead of directly using the data, because then you can control the timing the arrays get read/emptied

  • make buttons empty arrays every frame

  • check if keyboard stuff is getting removed every frame (probably are)

  • When pressing CONFIRM, activate pressed thing for uielement

  • when entering battle tab, enter in the keyboard group (have a map that defines the initial keyboard group of each tab)

  • assign first element in cursor group

  • create cursor group when adding battle buttons

  • UIInputManager class in UI folder

  • add necessary data related to cursor (cursorable?)

  • rename from keyboardgroup to CursorGroup

  • create class that translates keyboard input to button input

  • finish default UI binding class which initializes a default UI binding group

  • JS mapper to keyboard final keys

  • keyboard final keys with correct numbers

  • create Keyboard final keys

  • create default binding file

  • create button binding file

  • create keyboard group class

  • investigate tartarus 60 problem

  • write post for posting steam page

  • commit 0.4r in unstable_phaser folder

  • 0.4r issue

  • fuse two images on python as a test

  • tweak discord image problems

  • recreate commons mechanism

  • Resolution investigation

  • tooltip to autorepeat

  • add different hover data support for enabled and disabled

  • if XP is capped, change XP to text to 'max'

  • if XP is capped, don't award XP

  • method to check if XP is on cap or above cap

  • make auto-progress button only unlock at level 20

  • auto action that only unlocks at level 20

  • add new button to game and make it change the auto-progress setting in battle manager

  • add image on playscene

  • fix tests

  • create image and export it

  • fix hover thing not disappearing when the object disappears (tag visibility should also check)

  • remove equipment variance

  • equipment level visualization

  • Steam achievement integration

  • test if achievement unlocks on fixed build

  • upload new build to steam

  • code to report achievement

  • gett app id thing

  • create achievement in Steam

  • Steam beta local save

  • local save working in Unity (no save importing for now)

  • reexport csharpcode

  • test another json library

  • port cutscene generation to new json

  • port storypersistence to new json

  • port general data to new json - commit this

  • if wdata is smaller or equal to 3003, use legacy json load in wdata

  • commit everything before implementing new json library D: for reals

  • write some tests on new json library to see if it is safe

  • Fix unity get local resource issue & story integration issue

  • put them into Unity

  • automate copying to unity

  • move unity project and add unity ignore

  • regenerate csharp sources

  • investigate soul crush level 50 problem

  • fix enemy buff running out bug

  • fix enemy stats showing up when they shouldn~t

  • enemy name on region menu

  • way to get region name

  • reorganize button priority in title screen

  • button text default color

  • text color in style

  • button icons image white even when disabled

VERSION RE0.03

  • release new version on unstable phaser
  • release script
  • keep going through version requirements
  • speed seems to be bugged somehow
  • hover on achievement
  • First achievements based on globals system
  • check achievements not unlocking code
  • fix achievement layout
  • correctly tag achievement images
  • manually added images to playscene
  • create actual achievements
  • mechanism to feed area progress into globals
  • call relevant achievement contorl methods in gricontrol
  • character tab commit
  • cancel commit if building test fails
  • fix testing
  • character tab
  • achievement control to gricontrol
  • load achievement data
  • save achievement data
  • move general game persistence data to battle manager
  • create achievement model update
  • call achievement model update in battle manager
  • achievement model in battle manager
  • move global data to battle manager
  • create CharacterTabView.hx
  • create CharacterTabControl.hx
  • change alpha of achievement based on persistence state
  • commit the changes, using a message like "fixed tests, achievement view code"
  • fix build test and run tests
  • create method to feed the views
  • create method to allocate the views
  • create logic class
  • create achievementview.hx
  • create mockup of achievement screen
  • create achievement class
  • create Achievement.hx
  • write code to check condition
  • create condition.hx
  • might be better to write another system which can be rendered to the player
  • create condition system for achievements while also checking the yarn system
  • decide content of the 6 achievements
  • investigate how to do achievement graphics
  • cap out area XP at 50.000 + area * 100
  • cap out level XP at 200.000, increasing at 200.000 + level * 1000
  • cap out area XP at some point
  • fix 1000 speed bug
  • make every battle start with player turn if player has higher speed. If not, count is zero for both.
  • rethink disabled color in buttons
  • version name visible
  • reorganize home.md
    • no reason to replace the older version repository
    • maybe just add testing to gri_canvas project, along side making it a manager.py project
  • make GRI phaser official GRI
  • report day 1, day 2, day 3, day 7, day 30, day 60, day 90 rolling retention
  • if day is ever negative or goes back in time, report that
  • if hasn't reported, but is within the day range, report normal retention
  • calculate day range between now and start date
  • keep track of latest day retention reported
  • send game start event through analytics
  • throw event on battle control during game start
  • save starting version of game
  • save start date
  • see how to keep track of current time
  • add playtime class in wdata
  • create playtime data class
  • start integrating all events
  • bring analytics js and integrate with html
  • Story feels too easy to ignore, just go to another tab, no idea on what is going on
  • what is up with the 999 in enemy stats
  • clicking on wolf fields bugs up the game (bug - stop playing the game)
  • make accept button accept the terms persistently and change mode
  • make link button open privacy URL
  • persistence check to see if user has answered privacy policy, changing mode accordingly
  • hide all normal title buttons if analytics mode
  • create analytics accept mode in title control
  • fix region skip bug
  • port over story
  • story saving
  • input processing on memory tab
  • fix weird scaling on story icons
  • add character icons to story
  • expand viewport (how, maybe stop the layout thing from automatic width)
  • scroll up when restarting story
  • auto scroll when advancing messages
  • reset messages when you restart the cutscene
  • when adding with offset also make it share the mask
  • add scroll to story
  • debug scroll in story
  • if no cutscene, go to back to memory tab
  • test button logic and make sure it works
  • button logic functionality
  • add story buttons
  • on start story, change tab if necessary
  • when creating story messages, should use story message tags
  • initialize message text in messageview
  • invert scroll direction gri
  • call update of story control in gricontrol
  • initialize story control in GRIControl
  • feed story buttons from story control
  • fix story control errors
  • add story control file to gricontrol for errors
  • create layout for story buttons
  • continue griviewmemorytab with feedStoryButtons style methods
  • create memory tab
  • add buttons to story mockup
  • fix story view compilation errors and continue implementation
  • add story view file to GRIControl just to get compilation errors
  • copy over latestmessageupdate method to story view
  • storyview have two lists (message left, message right)
  • create message view class
  • create story view file
  • create story layout
  • scrollwhell button
  • you need to make tooltips NOT go off the screen. every 3rd piece of equipment is unreadable.
  • hide hovers of things which are not visible
  • wrong currencies getting updated
  • fix upgrading skill sets (make it impossible)
  • feed save on title screen
  • export save is broken
  • revise story UI
  • enemy battle stats in region menu
  • feed actor information as appropriate
  • create actor view in region menu, on region_enemy_stat layout
  • create layout for battle stats in region menu
  • show stats on hover in battle, hero and enemy
  • background to actor view
  • also make layout visible for enemies
  • feed hero view stats
  • make layout visible only when hovering hero view
  • create actor stat view on layout id
  • create layout id and export it
  • do a test build for a beta demo on Steam
  • follow guide to export Unity game to Steam
  • do a sanity build for Unity
  • keep doing the Unity build, make the game functional
  • use local phaser js
  • dialog when defeat strong enemy and get permanent stat bonus
  • death thing as a buff, with less alpha in player character
  • ZzZ sleep thing as a buff, with less alpha in player character
  • I'm at home 0/0, wtf does 0/0 means
  • I can see a repeat icon with no button and it looks weird
  • touch support for phaser
  • remove other thing in equip tab
  • release on URL
  • when changing regions, reset the scroll in areas
  • fix soul crush by importing old code
  • show level and XP bar
  • create new create bar method
  • release on new URL
  • play a bit before releasing
  • stat hide if too many, actor full view
  • hide battle icon when actor is null or has HP zero
  • put something to signalize current acting actor in turn order once you get home
  • just offset a rect to the first turn image
  • draw actor images
  • change actor image to correct sprite
  • position actor image and add it
  • how to solve current situation involving?
  • add conditions from old version of the game to showing the turn order
  • move enemy actor battle view up
  • draw turn order
  • add actor images them on playscene
  • get actor images
  • show logo on title
  • add color transfer on button icons
  • optionally transfer color when doing offsets
  • export Steam and Discord logos in inskcape and see if you can get good lowres images
  • skill sets always equipped support
  • move save import to title screen
  • when you enter equip screen, have it reset back to equipping
  • fix piercing in heavy swords bastard
  • stop increasing lagrima & lagrima stones
  • if game has started, hide continue button
  • Initial skill support
  • hide speed count
  • hide all stats which are zero
  • continue button and change the way the game flows to have to press 'Continue'
  • break down Gricontrol to have title loading separated from other loadings
  • show currencies in equip
  • feed icons to currency view
  • add optional icon to stat view
  • make sure currency view is visible, then tweak layout
  • feed currency view through method
  • currency view in equip view
  • create code to instantiate stat views as necessary
  • create CurrencyView.hx file
  • currency UI mockup
  • Reset button
  • Steam button functionality
  • add text and image to steam button
  • create empty steam button view
  • Discord button functionality
  • setupUI method in titleview that creates discord button view
  • create titlecontrol.hx & titleview.hx
  • steam and discord pngs loaded
  • layout for title buttons
  • titletab button & tag
  • save export functional and presentable
  • save import functional and presentable
  • create a way to hide and show import element, only on battle
  • reposition import to be inside canvas somehow (free position?)
  • make import functional even if ugly
  • create HTML element save stuff on FileAccess.hx
  • make sure SOUL CRUSH doesn't trigger when you close unrelated dialog
  • upgrade with dialogs for telling when you get currency for completing
  • scroll on battle areas
  • hover on buffs
  • hover on stats equip screen
  • mp charge different color
  • attempt to greatly increase max number of equipment view in page (no more page, really)
  • show buffs
  • buff debuff colors on image and text
  • debuff image
  • change position of buff text depending on the buff position
  • feed buff image while centering it at the text center
  • create a map of buff id to buff image
  • instantiate as necessary
  • array of buff view in actor view
  • equipment also have selected state
  • add blue button frame as selected style 9 thing
  • add blue button frame image
  • select equipped based on selected equip type
  • export blue button frame
  • tab button have selected state
  • support for UI element selected
  • sell worse button
  • upgrade button functional and understandable
  • sell button functional and understandable
  • do update of sellable and upgradable in update instead of when changing modes
  • disable buttons which cannot be upgraded in upgrade mode
  • disable buttons which cannot be sold in sell mode
  • in sell mode, clicking sells instead of equipping
  • show price in upgrade mode
  • show money in sell mode
  • increase scroll leeway
  • put special equipment stuff in scroll
  • create sell/upgrade label in each button
  • create layout for below buttons in equip
  • remove test text stuff from drop slot
  • fix position of stat text of actor
  • fix tag problems when doing actor stat of equip
  • fix tag problems when doing equip overlay stats
  • change tab button to new design
  • change area and go to battle tab when clicking area button
  • do a proxy length to stop areas overload from showing
  • show area buttons when pressing region button
  • region button tab
  • feed region buttons
  • take a look at original region feed code and create new data format for region feeding
  • create generic class for feeding UI, with multiple lists containing headers and options for visibility
  • create 3 new layouts
  • revise region tab
  • show area progress
  • advance, retreat, area will all be offsets of the layout background
  • show area label
  • make advance and retreat be smaller buttons
  • create support for small button
  • unify part of button creation between text and image
  • create advance button inside griview and offset it to new layout
  • two modes for layout: background fit children, backgroudn fit element
  • method: add image button
  • add images in code
  • create 2 necessary layouts (advance, retreat, area) & (rewind, soul)
  • export 3 button images
  • revamp area progress to have other buttons too
  • revamp initial screen mockup to include level information?
  • skills in equipment show
  • investigate skills gotten not showing in equip
  • hide equip hover when not in use
  • reposition generic hover
  • hide skill hover when not in use
  • feed skill info to generic hover
  • uimanager inform hover manager of hovered element
  • uimanager have reference to hover manager
  • hover manager have code to resize text height and resize layout
  • hover data for uielement in hover file
  • create hover file
  • generic hover widget with header and description
  • archetype to static final
  • equipment stat visualization
  • for the hover maybe you need to create a movable layout
  • feed basic attributes to equipment hover
  • feed layout equipment name to header
  • array of texts for equipment hover
  • reposition equip stat hover layout as necessary
  • create layer system
  • add background to equip stat hover layout
    • basically layout integ has reference to BG element, if it is BG it will make it fit the entire layout. There is also optional margins
  • create system for having a background element to an layout
  • add Header to stat hover
  • create a layout for equip stat hover
  • player stat visualization
  • change color of after stat based on increase or decrease
  • show after stat ONLY if it is different
  • write code to calculate stat after equipping
  • expand ActorViewLogic feed to have an optional after stats field
  • have a method for battle control to equip, feed aux, revert equip and return aux
  • have a method for battle control to feed copy stats to an aux
  • get current equip pos hovered
  • feed stat current value
  • feed stat header
  • fix weird layout
  • create example with dummy data of a stat
  • create offset system
  • feed equipment name in event log
  • array of elements for event log
  • create layout for event log
  • play Bravely Default for a while
  • write out options for logging loot
  • equipment tab show condition
  • mp charge show
  • upload new ui build and share on discord
  • release issue
  • revamped soul crush with removal of currency, removed max level system
  • soul crush description
  • feeding enemy names
  • feeding mp values
  • mp bar being blue
  • remove red stuff
  • stop clicks beyond the mask (how? calculate intersection at every frame? or just check if the mask is also getting clicked...?)
  • add min width - min height check to rect drawing if not there
  • text getting bugged up beyond the mask
  • do the TO DO in drawScaledSubimage
  • rect getting rendered beyond the mask
  • scroll on equipment view
  • think about how to do scroll and layout at the same time
    • is the scroll offset being ignored?
    • is the scroll getting recalculated every frame?
    • is input being processed?
  • see why scroll is not taking input
  • when you recalculate the layout of something which has a scroll, reset scroll and recalculate the scroll size
  • have an option on scroll to not update the scroll
  • hide equipment views not used
  • update currently equipped name
  • clicking on equipment equips it
  • change equipments displayed according to which equipment you choose in the left
  • add current equipment buttons
  • create method from equip control to feed equip type names, also creates the equipment buttons
  • create layout for current equipments
  • divide information in tabs
  • create layout for tabs
  • change button size for equipment view
  • call equip view update method and see what hapepns
  • feed equipment information method
  • fixed layout overflow code
  • create equipment view class
  • create mechanism for setting tags inside tab
  • create ui layout for equipment buttons
  • change dialog header text to be special
  • support for different font names in ui element
  • fix font centering
  • prepare new bitmap fonts
  • hide enemy view if no enemy
  • HP bar like mockup
  • feed actor view from control
  • add actor and enemy battle view in view, using layoutless positions for now
  • create method to draw sprite name
  • create battle actor view structure
  • create bar view structure
  • fix text height when adding
  • fix positioning of buttons
  • create draw hog in ui
  • create logic for showing and hiding the dialog when cliking soul crush
  • implement layout
  • write down layout tasks necessary to make this happen
  • add title to the dialog layout
  • add text to the dialog layout
  • create method to make text height fit content
  • implement screen pivot
  • data for screen pivot
  • multi line text support
  • create line information which has startIndex, endIndex and width
  • tag input blocking system
  • tag visibility system
  • add tag system to elements
  • sleep / wake up changing - text for prestige
  • verify if buttons should be disappearing or not
  • hide images in every frame
  • implementing disabled buttons
  • phaser rect drawing issue
  • use white texture to draw rects in phaser
  • create white texture
  • make sure image tinting is working
  • setup mouse
  • fix rendering issues
  • add phaser support to the renderer class
  • add method to render image
  • create image manager
  • fix scaling issue
  • organize project in new JS folder
  • decide if will move over to JS canvas or not with the previous experiments results
  • CONCERN 2: moving game to pure JS canvas?
  • try to render text and rectangles on JS canvas
  • create javascript only system to manage images
  • move over jsut the rendering classes from kha graphic, xtext, and the font files
  • draw the button 9 thingy on JS canvas
  • CONCERN 1: can you compile core game to C# and read it?
  • open CS sources in Unity
  • create CS sources
  • implement saving
  • implement loading
  • battle buttons visibility and enability
  • battle buttons
  • implement look of disabled buttons in game
  • draw disabled style when necessary
  • disabled style in uielement
  • draw border with color
  • add border color to uielement
  • add border to uielement
  • create design of disabled buttons in inkscape
  • make not enabled buttons unclickable
  • make invisible buttons not be drawn
  • control visibility - enability of all buttons
  • prestige button
  • figure out how to make the game adapt resolution
  • take out black out of text button labels render text in center of the UI add text to UI element render text centered sleep button rest button level up button create system to bind events with buttons
  • debug new button not hovering
  • clean up main and take out rendering in gricontrol
  • enforce adding in buttons through genlayout read json in gri haxexui export json move UI code to gricontrol draw hero and enemy HP in kha draw text support in renderer with mask debug text rendering figure out how to make main code accessible from kha migrate to visual studio code
  • scroll the 10 buttons successfully
  • implement scroll on multiple objects
  • implement mask
  • rewrite rendering code to further separate from kha
  • implement mask for rects
  • have an array of UI elements in UI scroll and reposition then with scroll
  • calculate scroll offset
  • send mouse delta with scroll to UIScrollLogic
  • calculate mouse delta
  • create 10 buttons write method to draw 9patch get a clickable button working
  • render sprite and text rendering in kha
  • got game working on electron
  • reverted haxe ui version
  • remove keyboard support if not JS
  • make local storage code cross target
  • move local storage code to CrossTarget class
  • announce on Discord in the morning
  • region progress bug if close game after soul crush
  • soul crush isn't resetting the buttons in lagrima continent
  • fix skill get extra kill on dead enemy
  • fix region tab unlock unclick bug

0. - Setup Steam page

  • put link to Steam page in game
  • make kha render one image
  • fix enemy image not disappearing on death bug

0.22 - max number of equipments per equipment type

  • update story so the message about soul crush goes in
  • test full equipment messages and no bugs
  • show dialogs for both event A and B
  • After you get an equipment, do a check, if at limit, add anyways but fire event B
  • when you get an equipment, do a check. If at limit, do not add and fire Event A
  • final var for max n of equipments per type (100 weapons, 100 armors, etc)
  • explanation that soul crush is in character tab
  • if above level 1, always allow character tab because you need to soul crush

0.21 - fix equipment with pages

  • equipment load time problem: divide by pages? limit amount?
  • fix equipment screen to have pages
  • hide pages if page is only 1
  • make pages be above 0
  • make page numbers reset when below
  • change main so that it only updates viewPos when attempt to draw (not necessarily a success)
  • in main, make the view id only update values if try to do feed base succeeds
  • fix feed base method
  • in view, change feed base method to take into account page and return false if not inside page
  • finish up method to feed page view holder
  • make the page view holder into a field
  • create page view changer widget
  • int in view for current page
  • int for max number of equip views per page (25 or 50 or 75?)
  • add index to equipment view and make it report using that

0.20 - fix up

  • boss images

0.20 - fix up

  • boss images
  • fix up position of the privacy
  • call that initial view step during the privacy showing
  • break down view creation title thing into a step which only loads the tab and logo, without the menu
  • nerf soul crush
  • make sure weird level button not working bug fixed
  • fix set -> skill -> overlay bug
  • put level up button back into main screen
  • nerf blood
  • hide enemy image on death
  • Cid described as red haired man
  • do a quick clean up on the cutscenes (adding the shortest possible paragraph situating the scene)
  • Setup steam library images
  • take 5 screenshots of the game on a good screen
  • find a way to take good screenshots on mac (changing mac itself to 1980x1080?)
  • change github repository to a different private repository
  • background color in story 'containers'
  • fix padding & others title
  • change style of tab buttons (make them bigger and more similar to inkscape mockup if possible)
  • fix padding regions
  • fix padding character tab
  • make the 3 value views on character tab have larger widths

0.19D battle screen reorganization

  • redo battle screen like the paint mockup (mainly a bunch of centering)
  • attempt battle buttons as horizontal menu above set buttons
  • show max level in character tab
  • fix character tab layout problems
  • move reset game to game tab
  • move le vel up, soul crush to character tab
  • add button menu to charatab left menu
  • add base stats to left menu
  • add level and XP to left menu
  • add left container to character tab similar to title

0.19C game tab

  • make the save stuff menu have vertical align bottom
  • change menu style so that the container is not the button holder, and has height 100%
  • remove upper menu from the game, leaving only version name
  • add game logo
  • import save support before game starts
  • hide away export save data if no save data
  • make region tab be after title tab
  • clicking on continue or new game change tab to battle tab
  • change name of start game button to continue game if has save data
  • hide start game button after start
  • make start game button into a field
  • make start game button add additional stuff
  • write flow of new game
  • fix css of link
  • import save menu
  • export save data button
  • road map button
  • open URL in another tab
  • discord button in game tab in first read
  • create new logo

0.19B battle screen animations?

  • make cutscene titleless in window
  • lower alpha transparency of turn order images or darken them so they are less distracting
  • make border of turn order have fixed size
  • equipment set overlay in battle appearing out of screen
  • would appreciate a new line between Gained access and "Accessed by using the region tab" (also fix to tab instead of tabs)
  • investigate if tabs aren't getting refreshed every frame and that is causing tab bug
  • make attack differentiate between enemy and hero
  • test
  • API calls in main for animations
  • add position code in update component code
  • create class with empty api calls to be called by main
  • write down API calls that will be seen by main
  • remove useless container from area - progress

0.19A turn order visualization

  • make hbox that contains turn order into a container
  • clear turn order if enemy life is zero
  • center vertically turn images
  • create array of images for the turn images
  • method to calculate turn order
  • continue implementation of RefreshCalculatedTurnOrder
  • data array of turn orders
  • data for last acting actor in bm
  • actor to view feed image depending on hero or enemy
  • add image to actor view typedef
  • add icon to normal actor view
  • export both icons to the game
  • take a small look at dungeon square enix
  • investigate fadein thing in battle buttons

0.18E - story auto play & animation

  • investigate appear animation for first buttons
  • try to add long fade in to when button first gets unlocked
  • investigate how to set fade in animation time in haxe ui through styles or something
  • story should just play itself

0.18D - graphic change on hovered elements

investigate gradient as hover background investigate gradient in javascript add hover class to valueview bar investigate a bit on how haxe ui generates gradient

  • investigate graphical change on player normal view
  • create css with HTML on javascript apge thing
  • Popup when you unlock an region 0.18B small improvements
  • hover on actor view complete stats
  • simple hover text with 'equipment set 1'
  • add which equips you have to the set
  • header on region permanent upgrades
  • enable - disable character tab and region tab based on actions
  • enable - disable equipment set parent depending on actions
  • visible manag for set parent both
  • visible management for character tab and region tab on actions
  • create battle action for character tab, region tab and equipment sets battle - menu

0.18 - Hover system overhaul

Hover on stats Hover on skills

  • hover on battle button
  • add defaultHoverSupport to the battle buttons
  • create addDefaultHoverSupport method to the view to add listeners
  • create a subsystem with automatic hovering, using a map between component and text
  • hover action for buffs
  • hover component with text only
  • separate buffs into their own label in a box
  • create method "FinishFeedBuffInfo(actorView, buffPos)"
  • feed buff text from main
  • finish up instantiate in feedbuffview
  • feed buffs in main
  • buff parent in actor view
  • create method "FeedBuffview(actorView, buffPos, text)"
  • data for buff explanation in same place where you have a buff id to text thing

0.17 Player menu

  • clicking on battle area button make it go to battle tab
  • investigate lagrima stone bug
  • spacing between each view in character
  • headers to explain each view in character
  • feedAreaBonus (index, name, level)
  • area bonus parent as a field
  • create typedef for area bonus
  • update stats columns in main
  • create column with equip stats in view
  • create column with base stats in view
  • create tab with player
  • create method to recalculate stats without equipment

0.16

Change graphics Bosses HP bonus

  • delete old code with TODO in createAreaEnemy
  • delete old UI elements for area and region
  • only show region tab if max tab region larger than 1
  • change order of equipment and battle area create scroll view with the region buttons
  • create areaButtonHover in main and feed enemy stats there
  • handle null enemy case in enemy preview
  • create method to get enemy data of enemy in region - area IF it is showing a different id - region fix bug of enemy not being correct correct method in area button region tab area into scroll with hbox area into scroll use area names to feed buttons in region tab feed area name from areaNames create refreshAreaNames(region, maxArea, areaNames) method create tab for region
  • EMERGENCY: create test for region change weird bug testing

0.15A - Fix prestige problems & release

  • post in FF
  • release
  • push to github
  • create itch io upload system
  • create itch.sh
  • generate builds and check if commons is being copied Manually test old save (will automate later I guess) investigate weird bug of region progress containing null problem
  • stop decaying of items which don't have base items
  • disable selling of equipment equipped in other sets play test game to find problems and fix them
  • nerf the base enemies because they are a pain in the ass
  • check for all sets when doing soul crush
  • change soul crush to instead of gimping equip, change equipment to base item level 1, generation level 1, and reset upgrade levels
  • create method regenerate equip to a certain level which only changes attributes included in the abse item
  • MP punishment when changing equipment removal
  • Variety feels nice, a bit hard to notice next battle is a boss (maybe 'next area (boss)' wouuld be best, with red text on 'boss')
  • First boss is too strong
  • research icons for tabs
  • build UI mock up with organized information for battle
  • isolated revamped tabs based on the other variation of LOL tabs which are frameless
  • equipment mockup with pixel art icons
  • first version of battle mockup
  • greatly debuff weak enemies to be as weak as goblin to increase game speed

0.14H enemy names II

  • hero UI is broken
  • 'Fight the Boss' button if next area is a boss area
  • enemy names in different regions
  • add an A, B, C, depending on the battle area
  • if only has one element in the array, always make it that element
  • adapt lagrima enemy thingy to be an array of arrays

0.14G enemy names

  • Boss enemy name
  • enemy names with element
  • basic enemy names

0.14F mix procedural with by hand levels if necessary after a play through

  • decide how to do the mix of procedural and hand made (manually create the first level of procedural unit?)
  • reset progress and play through game

0.14E2 change value view to fit more stuff (either by increasing width or by adding support to multiline)

  • change elemental damage calculation for new values
  • make area label have higher bar size and readjust elemental damages
  • Change actor view to have variable size, while also changing view sizes
  • Change value view to have variable size, controlling both full size and bar size

0.14E elemental weakness

  • enforce element damage to create elemental weakness
  • change element damage to be centered around 0 (so fire-dmg 150 would be +150%, while fire-dmg -30 would be -30% of damage )

0.14D area generation with elements too

  • add equipment to enemy if has the equipment in area
  • make the unit select from things including the 4 enemy sheet null dungeons
  • if area has no enemy sheet for generation, randomly pick an enemy sheet to return DURING the repetition generation step => use the predictable seed (will have to adapt the code to have an option to overwrite the enemy sheet)
  • adapt generation algorithm to have null sheet?
  • add a map int to equipment in the enemy generator

0.14C attack spells and home area offset

  • make the first area be home and offset the area access by 1
  • create the three basic attack spells
  • wrote about how to implement elemental attacks

0.14B area generation with enemy type only

  • fix forest repetition not happening in order
  • generate area name based on base elements and repetition counts (based on the PUR basically)
  • enforce nEnemies in Lagrima Continent
  • create mechanism to repeat areas if beyond the maximum amount
  • fix tests
  • call methods to generate the procedural units with repetition, with 4 types of areas (goblin, dog, turtle, Liece)
  • created methods and data structure to generate procedural unit with repetition
  • take a quick look at the legacy code you were developing for this task way back

0.14A skill actions to keyboard functional

  • fix keyboard input skill
  • write about area generation

0.13 - equipment sets

  • fix position of overlay so that it doesn't go below the screen
  • recalculate equipment slots for all sets when deleting items
  • show stats of equipment set in overlay
  • react to equipmentAction_SetPreview callback in main
  • equipmentAction_SetPreview callback called from view
  • setup equipment set selector in battle too
  • call the method from main
  • method: feed amount of equipment sets and current set equipped, to all components
  • method: feed amount of equipment sets and current set equipped, to a particular component
  • method to change equipment set
  • adapt data structure to have equipment sets

0.12G

  • itch release
  • NEW red label darker if dark

0.12F

  • create mechanism for updating the actor in real time
  • remove random text from the actor overlay
  • add night mode
  • fix background of menu upper part but maybe mendoukusai
  • fix overlay bg color
  • fix skill button
  • soul stone get message showing as xnull
  • position overlay in a way that tries to be to the right and above overlayed object with a view method
  • border in overlay
  • white backgroudn in overlay
  • hide overlay after it leaves hero actor view
  • add hover callback to enemy actor view to swap which actor view to show
  • while hero actor view is on hover, feed hero information to overlayActorFullView
  • add hover callback to hero actor view
  • figure how to get a callback or boolean to know if overlay is showing
  • create overlay object in view that is an vbox for now
  • figure out how to do overlays
  • filter out some of the stats
  • print out all stats
  • feed attack life defense etc in new equipHeroStats
  • remove legacy attack, life, defense, etc views
  • add new data structure to view as equipHeroStats
  • create chara view structure with array of value view

0.12E lagrima stone message

inform player they have obtained soul stone when reaching item limit (warning you can disable?) show warning message upon reaching limit event when reach limit of item

  • fix sell receiving less money

0.12D - Limit break functional

  • change upgrade to break limit when necessary
  • logic to enforce button disable if not enough limit break resources
  • if should be limit break instead of upgrade, change label

0.12C - test blood, noble, upgrading

  • enforce level max for real
  • hide XP bar and label if at max level
  • disable level up if at max level
  • test noble
  • create save data with all skills
  • debug blood

0.12B - Defeat boss message window

  • test boss defeat window
  • reallocate the permanent upgrade stats to a boss defeat window
  • find code that calls warning (add button?) and reuse for defeat boss event

0.12 - currency / upgrade system (no ascension)

  • Discard all be sell all
  • show upgrade level in equipment somewhere (+++, XXX, YYY, ZZZ? After item name)
  • if max level, do not show upgrade button at all
  • show money in equip screen, above life, but with a space between resources and life
  • manage currency view from main (adding lagrima and lagrima stone)
  • add currency view when adding attack view and etc
  • create array of currency view
  • figure out how to show cost and gain on button
  • disable upgrade button if cannot upgrade
  • upgrade button functional
  • reward money when selling
  • need limit stone x n x 3 to limit break (can limit break with currency method)
  • Reaching limit rewards with limit stone x n, maybe make n be level divided by 5
  • Upgrade cost currency
  • getcost method
  • can upgrade method with currency check
  • Data structure for player currencies
  • Upgrade method
  • can upgrade method for equip only
  • add level - limit level on Reinit if is null
  • Add level and limit level on DropItem method
  • delete level position when item is deleted
  • get position of latest level position
  • add to level positions
  • create array for level positions
  • Level and Limit level on item as outside system
  • Bloodlust skill
  • Noblesse skill buff
  • Noblesse stat: increases damage by N% but zeroes as soon as you take more than 1 of damage
  • Bloodlust buff: doubles damage bonus of bloodthirst
  • Every time you attack, increase full attack power by 5x percent of bloodthirst
  • Every time you attack, decrease life by max life percent of bloodthirst
  • Blood mod which increases bloodthirst by 1 to 5

0.10E QOL and bug fixes

  • itch io release

  • create system to mark itch-io as separate version in analytics

  • fix tests

  • release

  • make text empty in story button after cutscene

  • refix random (have separate random objects, one immaculate and another called fixedRandom)

  • "Entry Sheet" on the window looks awful lol when am I gonna fix that

  • null thing on story dialog

  • reset turns when enemy respawn

  • rebalance EXP and test game (less exponentiality to the formula...)

  • using debuff on normal enemy in lagrima makes all enemies debuffed

  • debuff symbol not downward arrow

  • avoid debuff boss not functional avoid debuff

  • attack break is breaking self

  • fix battle log with battle skill shown after effect

  • make other slashes also turn recharge

  • test slash

  • make slash into a turn recharge skill

  • attacking normally reduces turn recharge of skill

  • skills with turn recharge cannot be used

  • using skill increases turn recharge of skill if has it

  • turn recharge int on skill

  • move slash back to non-active skill

  • create mechanism for storing attack

  • make region / area / progress in battle view be horizontal instead of vertical

  • the button of the region will stay selected

  • if sleeping put icon of sleep

  • if dead put icon of death

  • nerf further equip on prestige

  • boss type enemies do not drop equipment

  • Equipment tab not getting the exclamation mark because of your change to how items are added (you cannot rely on length anymore buddy)

  • if equip has skill, put space between skill and equip, while putting skill first

  • discard remove null while fixing slots

  • tests failing I think for discard all

  • Change restart to restat area

  • create some sanity tests for deleting equipments and slots changing (item pointed by a slot should never change when deleting items)

  • fix tests

  • unify Width and height of buttons

  • put NEW in new equipment gotten

  • logic to show and show the 'new'

  • add NEW to right up portion of equip view

    • instead of seen/unseen, you want unseen/fresh/seen, so instead of seen:Bool, maybe have a seen:Int
  • find a way to keep track of three states

  • how to trigger condition for seen from 0 to 1...?

  • keyboard short cuts for battle skills

  • soul crush on high area with enemy alive or close to dead bugs...

  • put cost of MP in skill button

  • fix buff text to be easier to see (bold or higher)

  • make name and buff text separate things

  • fix pierce problems

  • write pierce test

  • make skill reset counter of next advance and see if game is improved, revert if necessary

  • Force spawn the next enemy before using skill that targets next enemy

  • Allow use of skill if enemy is dead if there is a next enemy

  • show next area as locked

  • make sure there is enough area names for areas

  • make sure there is enough level requirements for areas

  • add skill level to skill set view

0.10D buffing boss, dispel spell

  • add skill that can remove boss buffs
  • add boss that can buff self
  • add buff to enemy specie thing

0.10C piercer, debuff spells, buff remover, debuff immunity

  • Add boss that is immune to debuffs from self
  • add event for buff removal and enforce it
  • enforce buff removal
  • Add boss that can remove buffs from player
  • add buff removal attribute
  • Add debuff attack and debuff defense spell
  • Add piercer spell -Add levels to skill slots, with max level of 3, and level 3 only dropping after enemy level 30
  • new crystal cannon boss (low HP, high attack, high speed)

0.09D2 polish and release

  • create TODO task to make analytics dev build after release
  • test game for a bit
  • perform legacy save files test
  • disable equip screen if single equip
  • levelling up increase max MP
  • increase duration of buffs
  • remove multiple buffing stacking
  • disable MP bar if no skills usable
  • do not allow attack skill if no target to attack
  • leveling up heals MP bypassing charging
  • changing equipment zeros your MP and removes all buffs
  • instead of unlock on level etc, in skill sets, put in ???

0.09D Add equipable jobs with randomly generated skill slots

  • hide skill names that are not unlocked
  • take a look at slash damage calculation
  • remove enchant fire
  • have default buff icon if no icon
  • add icons for new buffs
  • remove discard worse in skill set tab
  • do not delete items with skill sets
  • fix tests
  • try to fix discard all by eye
  • make it so that type 2 items cannot be unequiped
  • change skill usable based on skillset
  • add default skill set at main
  • draw skill acquired by equipment
  • create skill set equip name based on skill set
  • make equip drop be a function you can call so you can test drop sets
  • handle equip delete to also delete from skill set
  • do a separate probability for dropping skill set equipment, while still doing prefix and suffix generation check for rare
  • create data for skill sets
  • add them to game as late level slot unlocks for now
  • Add shield spell to database
  • Add haste spell to database
  • find out why 'unlocks at bla' message not showing for items
  • make slash and heal the initial spells
  • Add heal with 15 MP cost, flat heal of 15 with 10% of max life
  • Add slash with 10 MP cost and a flat damage bonus of 5, but attack influence of 50%

0.09A - functional spells, MP

  • Def player bug
  • investigate regen not available
  • event show on view use skill
  • event show on view mp run out
  • tone down normal color of MP bar
  • event for running out of MP
  • events for skill use
  • make locked skills have a message with unlock level
  • make skills slots only unlockable after you get to a certain level
  • stop rest and MP
  • change name of MP bar to CHARGE when run out
  • draw MP charge instead of bar when charging
  • show skill name in button
  • bug: enchant-fire should not be so good because it should use magic attack, check that out
  • draw buff icons
  • create a way to change buff id to icon
  • debug MP not reducing
  • show mp bar
  • mp system like kingdom hearts
  • enforce volatile
  • have list of volatile attributes for recalculation survival
  • put HP, speed count, MP, MPchargecount in volatile
  • have list of volatile attributes
  • MP charge restore while resting - napping
  • MP restore while napping
  • MP restore while resting
  • level up restore MP
  • zero-ing MP causes mp recharge
  • reduce mp when using skill
  • disable skill button if mp is recharging
  • mp recharge stat
  • mp and max mp stats

0.08E - fire enchant functional

  • fix bugs in equipment, old stat buffs getting shown in UI reuse (hide if not being used)
  • add fire enchant buttons
  • add magic attack to hero
  • if is magic attack, use magic attack and magic defense to calculate damage
  • if has enchant fire, turn on magic attack bool
  • magic attack stat in hero

0.08D

  • fix equipment null logic
  • bugfix: max level goes one level higher than it should
  • bugfix: Soul Crush requires one level higher than it claims to require
  • put the non-combat log on top
  • healing not go over max hp
  • buff run out logic
  • button for regen spell
  • add skill buttons to view bound to the actions
  • create actions for 7 battle actions in model
  • enforce regen buff
  • enforce regen attribute
  • regen spell add buff logic (dynamically generate buff, no reason to have some kind of id)
  • feed battle manager with spell base data
  • forcefully add regen spell to hero
  • Data for regen spell
  • generic Action data

0.08C

create TODO task to make analytics dev build after release

  • test saves
  • add knife and make it highest DPS
  • debuff all attack buffing equipment, but add pierce in exchange
  • item different color if has mod
  • fix multipliers to be mod 5
  • make multipliers apply after adds when calculating
  • Mod system
  • fix tests

0.08B

if multiplier is worse than 100 and the other does not have the multiplier check test for null in multipliers on discard worse

  • do not discard equipped items
  • Discard worse equipment take into account multipliers
  • draw attributes percent in View
  • Great Sword (Speed -%, higher power)
  • Attribute percent support in equipment
  • generate attribute percent on drop 0.08A
  • fix Soul Crush (I think it's bugs when you soul crush without equipment)
  • change equip drop event to have item name
  • show equip name in the view
  • update tests to have item base system
  • enemies drop armor of one of the types
  • three different armor types
  • generate drop item from itembase
  • manually create item drop database
  • define data structure for item generation
  • finish up AddItem method

0.07C

  • add the links for develotab
  • when you reach level 10 or so, unlock a development tab that has instructions on how to suggest new features and help development
  • piercing equipment not working
  • add pierce equipment
  • add pierce support (change how it works to be from 0 to 100)
  • change region selection to be tab bar instead of drop down
  • separated battle log from important log
  • color the equipped stuff with a different color
  • cm: have the alert tab thing separated by equipment type by looking at 'seen'
  • support for Alert (!) things in tab bars
  • fix tests
  • update seen based on whether the equipment is visible or not to the player
  • change the way to do seen - unseen by adding a 'seen' bool to equipment
  • cm: separate tabs for different equipment types
  • bind tab bar view to the equipment to show choice
  • add tab bar view for equipment types
  • have an INT for which equipment type to display in main and enforce when showing equipment
  • equipment tab know if have new items
  • make left padding across tabs consistent
  • Make equip tab full window or larger

0.07B

  • revert version in analytics back to dev
  • release
  • support for prestige button to not be with reset
  • warning on prestige with benefits and non-benefits
  • test: unlock stat bonus, prestige, check if stat is still bonused, unlock stat bonus again, check if stat is still bonused, get one higher bonus, check if stat is still bonused)
  • test: closed region verification, unlock region verification, prestige, close veritifaction, unlock region verification (all in one test)
  • change the way region bonuses are granted to use records from ALL runs, including current
  • record the max record each time you prestige
  • make Main send region back to view so it doesn't show wrong region on drop down on prestige
  • change check on max region record in update to check ALL regions and update stats accordingly
  • if Soul Crush is unabled, change soul crush to "Level ?? to unlock"
  • fix story window size stuff on Cid scene
  • reset region on prestige
  • investigate no bonuses coming up on permanent stat thing
  • remove max level of wdata and dynamically calculate it
  • recalculate stats
  • recalculate XP
  • reset area and max area
  • reset all region progress
  • fix cid cutscene name bug
  • make sure prestige button shows up
  • when loading old saves, make sure max level is being updated if old save
  • when loading old saves, make sure max level is being updated if old save
  • make prestige action also have story cleared requirement
  • do processing on scripts and add them to processed message runtime data
  • make prestige action have level requirement > (level max - 10)
  • bind prestige man to his image
  • add prestige intro story
  • get image for prestige master dude
  • add action for prestige
  • change the way you calculate region bonuses to use max area record
  • update max area record of region
  • enforce max level but only stop awarding of XP, do not actually reset the level
  • add region max area record to wdata
  • add XP multiplier on award XP method based on prestige times
  • add prestige times to wdata
  • Add max level to wdata
  • rewrite a bit the Home.md
  • change analytics to dev version after release
  • test and release
  • new issue for 0.07A release
  • fix max area bonus stat calculation
  • c: prize events and stronger bosses, better sleep
  • buff up wolf speed on level up
  • buff up toberry attack further
  • buff up tonberry speed on level up
  • buff up sleep
  • buff up bosses to have arithmetic progression style levels
  • event for attribute prize
  • enforce attribute prize if has it, in recalculate stats
  • feed attribute prize
  • typedef for attribute prizes for clearing boss areas, also bool for no XP
  • level up button disappearing not so good
  • retreat is not a good term (because it causes confusion, 'go to area')
  • fix errors on test
  • event for region unlock
  • fix weird bug of enemy having wrong HP on respawn
  • if region above 1, increase area clear XP bonus
  • fix reset make it stable
  • fix cutscene name bad
  • recalculate enemy killed necessary when changing regions
  • reset also reset story
  • enemies killed number divided by region too
  • fix bugs when summoning using sheet
  • initialize region progress data
  • make legacy data into a mirror of the data
  • write code to load old world versions by making use of legacy old area max area
  • update world version
  • put legacy comments on old area and max area
  • change data to have multiple area and max area
  • have region action for callback when changing region
  • create drop down for region
  • if area does not have generation sheet, do default generation
  • implement special level stat
  • implement special add stat
  • implement multiplier
  • if above region 0, generate 10 to 10 levels of that enemy
  • area region data

0.06D

call method to hide all when main text was reset before decide how to choose between different images, scroll to end

  • investigate how to do images in haxe ui

0.06C

  • persist story progress

  • closing the window becomes 'watch later' effect

  • create polish tasks for story (resume watching, watched label, etc)

  • prepare data to allow for skip scene and watch later if necessary

  • change story tab to memories

  • resume watching (only available for non-skipped)

  • show previous messages when doing resume

  • fix bugs with resume watching...

  • disable resume cutscene button if not marked

  • new cutscene label if only cleared once and marked for watch again

  • resume cutscene button in story widget

  • new cutscene label in story widget

  • "Watch later" button

  • "Skip scene" button

  • prioritize early cutscene on story trigger button

  • Memory tab has explanation text saying it is for rewatching cutscenes

  • Memory tab only unlocks after you complete one cutscene

  • fix problems with adding tabs eternally by having a bool to keep track of visibility instead of using parent check shit

  • Equip tab only unlocks after you get your first equipment

  • hide battle stat ui for hero if never cutscene

  • hide container stat ui for hero if never cutscene

  • hide container that has area and progress if never cutscene

  • expose container all 3 containers

  • hide nap and advance button if never completed first cutscene

  • enforce visibility enability for equipment tab and memory tab

  • create view method to hide tab buttons

  • have a visibility enability thing for equipment tab and memory tab

  • Keep visible button as a way to decide when to show on battle area (also take into account inmemory)

  • have a bool for in memories to replace the function of the current visible button, if in memories it no longer triggers cutscene button but can be accessed from the battle area. Or maybe don't have in memory and just use times cleared > 0

  • add little text to make it clear it will be a cutscene once you trigger the button

  • change button label when cutscene unlocks

  • code to read the action label

  • if no story to trigger, disable button

  • enforce times cleared

  • make cutscene start button start the cutscene that has not been cleared yet and is visible

  • add cutscene button to view (disabled unless has cutscene)

  • add buttonlabel to cutscene in yarn

  • write down changes you want to make to the beginning of the game structurally

  • change story tab name if unlock new story

  • keep track of how many cutscenes you have seen available (need to know when the tab was entered)

  • fix the wrong cutscene start bug

  • test if story unlock works

  • write code to feed global to the executer

  • enforce visible fields when showing story starter UI

  • initialize story persistence with all cutscenes if no story persistence

  • read and process CONDITION command in YarnUtil

  • write cutscene with condition in yarn

  • View method to know if tab visible

  • have a visible bool and a verifiedVisible bool (gets set to true when the cutscene has been seen and is visible, tab active)

  • model data to have condition haxe script 0.06A

  • prepare this for release

  • add button to discard worse equipment

  • create test function for discard worse equipment

  • function to remove worse weapons

  • show cutscene title

  • remove garbage from story selection screen

  • fix wrong order of speaker

  • change story dialog layout so that the end button is always in the end

  • hide dialog if story is done (cutscene null) (may have to keep track somehow in view)

  • button to start a story from tab stories

  • add a label to the story tab with scrolling

  • make story messages into a popup window add advance button to this popup window thing

  • continue StoryControlLogic and integrate with StoryModel

  • cutscene player through static method and typedef for keeping progress

  • create new story tab

  • json to json transpiler functional

  • save the transformed json into a folder on haxe rpg

  • create example cutscene

  • cannot discard equiped item Fix bugs Show back level and XP Cactuar (average but has piercing attack) Turtle (Slow, defense, a bit strong) Tonberry (slow, no defense, but strong) Wolf (fast and weak) Goblin Create method to feed enemy generation sheets Create typedef for enemy generation sheet

0.05C

Equipment increase defense, magic defense and speed

0.05B

Redesign system to use defense and magic defense

0.05A

show new stats in hero only battle view for now write code to decide who acts next add speed, speed counter, defense, magic to actor

0.04D

Playable page

0.04C

Polish

0.04B

Enemies drop armors and they can also increase attack power sometimes

0.04A

Has armor. Can equip and un-equip. Life grows higher. Removed main and added GA javascript code armor drawn as armor in event armor drawn as armor in UI changed index.html #0.03 patch fix game analytics to progression event and added new progression events Enemies can drop armor and slots are fixed

0.03E

  • make equipment order not change with non-reducing array
  • equipment view border that changes color
  • make development possible in mac too
  • Get current version save for testing compatibility
  • enemy drop sword bold
  • create version release instructions
  • make it so if you die you cannot sleep
  • import save function
  • export save button
  • Replay area button
  • mechanism to change sleep action to Nap / Wake Up
  • make sleep be not have automatic wake up (special bool for now)
  • Have action itself be somewhere else in the main, with a reference to the action too
  • Make wdata action not hold the action itself (stop serialization)
  • Sleep button
  • Fix problem of screen UI changing around all the time
  • Change main component from vbox to box
  • Decide on a solution to screen from changing sizes on enemy death (actor view fixed height but hidable? Sounds nice hahaha)
  • bug of reset and equipment views still there (just refresh browser)
  • show all attributes of equipment correctly
  • change equipment from vbox to something else with scroll bar
  • button to throw away equipment
  • enforce slots
  • event for dropping sword being shown

0.03D2

  • Analytics and consent

  • Check if tests are buildable with new JS changes to code

  • add consent and make game not start without consent

  • Save information related to confirmation

  • privacy policy has two links and confirmation button

  • create privacy policy stuff view > instead of modal, use a new view

  • if area unlock, report that as a design event

  • add event for area unlock

  • Make GA usable with Javascript

  • go to integration guide for GA and see if you can get away with Syntax.code

0.03D

Persistence of equipment weird bug of equipment crash

0.03C3

System to run tests through some tests in all backed up save data

0.03C2

Save back up system in desktop through node (backup save whenever test, one for each version) do a cd before running test program

0.03C

Some swords can increase max life

0.03B

Enemies drop swords somewhat randomly Drops sword with attack range between 1 and (monster attack / 2) + 2 When defeating opponent, check probability Define base probability of equip drop

  • make retreat come after advance

0.03A DONE

Has sword. Can equip and un-equip. Attack stat grows higher

  • Can unequip the sword too
  • Sword equipped increase attack power
  • Equip button for the sword
  • Sword view for the sword in equipment tab
  • call equipment view methods in main.hx
  • method for creation of equipment view
  • add label to value view for changing the label of the value view
  • equipment tab and battle tab
  • Start game with sword in inventory
  • Finished 0.2E
  • upload build
  • link to discord in the game
  • link to brave ball
  • link text
    • use HTML text in label
  • link to road map
  • title
  • Game title and link
  • Finished 0.02D2
  • Fix life go over limit bug
  • Fix area bonus XP
  • going to no enemy area should make you rest
  • fix log problem bug
  • clean log when reset
  • Stop forever grind
  • make enemy count reset if you change area from a complete area
  • Make enemy stop spawning if reached enough enemies
  • fix reset area progress bug
  • really enforce timeForFirstAreaProgress
  • bm enforce balancing area XP bonus percent of first level up cost
  • model area bonus XP as a scalingresource thing
  • bm enforce balancing time for first area progress
  • bm enforce balancing time for first level up
  • bm enforce balancing time to kill first enemy
  • event for receiving XP with special color
  • create feature for extra XP when completing area
  • think about how you want to do area and enemy name generation
  • have recovery time when you die and then no enemy
  • fix testing and test recovery
  • levelling up fully recovers HP and stops recovering
  • when gets to full health, stop recovering
  • no longer recover HP on death
  • if recovering, can change areas but enemies do not spawn
  • if recovering, slowly recover HP
  • if recovering, do not spawn enemies
  • move reset to the upper right part of the screen
  • Add hero level up event in both view and model
  • separation between area, player info, and battle info
  • hide level up and XP while cannot level up
  • confirmation on reset
  • remove legacy stuff
  • start game on area zero which has no enemies and can automatically advance
  • hide actor view if enemy is null
  • method to toggle visibility of actor view
  • action API in model to have persistent action visibility and action enability
  • Method to disable and hide buttons by ID
  • ID system for buttons
  • level up button port
  • area change button port
  • event log enforce
  • event log view
  • look up colored labels
  • Add enemy death event
  • Add hero death event
  • Add take damage event
  • do not have anyone act on turn hero revives
  • do not have anyone act on turn enemy shows up, get XP on kill
  • show attack value on actor
  • XP bar functional
  • enforce area advance view
  • enforce area label
  • Area Label with max area
  • Area advance view with bar "Enemies: "
  • feed Level
  • HP Bar for both hero and enemy functional
  • Add label information for hero and enemy
  • Constructor for View class that instatiates both hero and enemy view
  • add a type for character view elements
  • Create view class file
  • Button to level up instead of just leveling up PROTOTYPE 0.02D DONE test in game revamp data system with typedef separated data write tests on persistence implement persistence for battle area, max area and enemies defeated check if data is being loaded correctly deserialize data in battle manager load data in main main call method on update and save to local storage in main update continue manager json get method by having all 3 datas wrote tasks for implementing persistence Investigate persistence in haxe investigate out of focus problems on website test out commit system

unordered

first wiki commit try Create todo file and change notes to this file create file for wiki repositories in homebase if there is a wiki repository, also commit and push the wiki delete old tasks.txt add cds to runner thing windows build and run scripts on homebase UI label working Delta time functional with 1s between actions PROTOTYPE 0.02A DONE create structure for level with XP and maxXP actor get XP and levelling up after defeating enemy add initialValue to scaling resource, show player stats at the battle manager strings, at first, battle event at second PROTOTYPE 0.02B DONE let me know if there are compiler errors create python commit system Have int for area in battle manager create first test function that will change area to hard area, then update 10 times and test if character died Procedurally generate enemy based on area show latest task in python advance areas through a button fix error create build file modify manager.py to also request build file modify manager.py to also request test file resetup hrpg project build command testing before comitting, if there is a test file, run the test file and check for errors, if there is an error, do not commit add max life to enemy & make enemy revive to max life method to draw character, which draws some of the information (HP, max HP, Attack) make screen update automatically as soon as you change area PROTOTYPE 0.02C DONE make sure you can backtrack and change back track button name Keeps track of how many enemies you killed in each area ssh stop password create test for attribute adding (hero level up is kinda weird) create optional attribute in manager.py to show output of test debug battlemanager freezing bug Unlock areas after killing X enemies disable advance button if can no longer advance, Disable backtrack button if can no longer backtrack Show which area you are in PROTOTYPE 0.02C2 DONE