Work notes:

For now I thought of 4 rubrics that should be dynamic. When a problem is solved it could be erased from here, put a solve tag on it or simply delete it. (14.01.2008) SiGMan: From now on i strongly suggest posting all bugs to the bugtracker. ^^

1. Bugs - here will be posted unsolved/new bugs that are found within the Editor or the game

2. Suggestions & things to improve the game: - here would be all the suggestions for the editor& the game that we could gather from the forum, our ideas and other sources. This could include plans for new factions (there are already some listed on the forums), units, etc. It’s not necessary to realize them all. Also sub-rubrics could be made, like the Artifact one that I did at the end. If you want to develop one idea (faction, monsters, etc) you could start that sub-rubric after the Artifacts one, for example. So will get big, but remember that here are notes to keep all things to one place.

3. Todo list v.1.4: - here will be something similar to what’s here

Observation: I’m not so good with charts, so after you decide on the todo list for the 1.3 version maybe some of you could implement it.

4. Features for future releases: - from the many Suggestions from the point 2. rubric we’ll choose some of them and enter briefly here, without description. All should be schematic and easy to read.

1. Bugs:

A. Editor Bugs:

  • The ‘Map Difficulty:’ tab from Tools/Map Specifications – isn’t working

B. Game Bugs:

  • Microsoft Word font and the bugs related to the quotation marks ‘ and “. Editor’s text importer
  • the bugs involving putting events under monsters: the event will be shown at the beginning of the battle and not after it. If the event has guards then instead of engaging the monsters you attacked you’ll fight the ones from the event. After defeating them you can attack again the initial monsters. Gameplay logic
  • if you have an event and you put guards and you let the guards on 0 then they will appear with the 0 number. Here is a screenshot. Exporter map validation
  • a small issue I discovered in the PC version. I think the PPC version has it also: if you write the name of the map with the first lowercase, then the map will be excluded from the alphabetic order and just put at the end of the line. just name a map aaaa and see what I mean Thats the expected behaviour, could be converted to the case insensetive sort order for most of the languages
  • FIXED: this bug was emailed to me by drei. here is his how he formulate it:’During the battle you use Summon elemental spell. Opponent kills all of your army except sumonned elementals. You win the battle but you have no army with you. So in the first encounter the game crash.’ - I can’t test it. I ask him for a save, but maybe you can figure this out without the save.

2. Suggestions & things to improve the game:

A. Editor suggestions:

  • give experience to the hero from the beginning of the game with the editor. Also the possibility to give him artifacts. Related to the customization of the initial player assets
  • undo button. Major change, at that stage requires rewritting big part of the editor code
  • the possibility to set our own win message. Gameplay customization
  • mass delete using shift and ctrl keys. Editor selection feature
  • mass terrain – selecting an area that would be automatically filled with a specific terrain. Editor selection & brush feature
  • specify the allay color in the editor. I mean a troop can allay one color and fight with the other Elaborate pls → I mean a unit to have a similar menu like the event has, the one with ‘Players allowed to trigger event’ where are listed the colors with check box. If you put the unit to be Complaint for example you can set the color that will join (for example Rex). For the other colors it could be Savage or Aggressive. This would be useful as a Campaign feature and in quests also where you could make sties and unique situations
  • text resources:
  1. it’s very hard to read if all is in one row. Would be better if the text would fit the little window + scroll if the text is bigger then the window. In Notepad this option is called ‘Word Wrap’, if I remember right. Localization text editor
  2. Also make available text editing at double click, not necessarily clicking the edit button. Usability feature - Accepted
  3. if you choose to keep developing the multilingual version: the possibility to import/export text from/in the editor – this is very important for the future work. This is how I imagine things: you export the map text identically how it’s present in the ‘Text resources’ interface [x,y] – text, etc. Someone translates the text using a text editor (Word, Notepad, etc). Then it gives you back the text and you can import it again in the map. This will be very useful when the translations of maps (in more then 20 languages) will begin. You won’t have to give the editor to all the people, just an exported text. And the mapmakers won’t have to modify the same mistakes in 20 maps if they found a mistake – and this case will happen for sure. They’ll just modify one map (the English version f.e) and then the text will be imported.
  • :!:NEW(15.12.2007):the possibility to set the skill that the Witch Hut gives or let it random if you want

B. Game suggestions:

  • 7th creature level – you can make a specific sub-rubric here with all the ideas for the names, graphic of the 7th level monsters
  • monsters upgrades – you can make a specific sub-rubric here with all the ideas for the names, graphic of the monsters upgrades New monsters are complete - still finishing upgrades!
  • new faction – you can make a specific sub-rubric here with all the ideas for the faction (some are already put on the forum)
  • random map generator Included in the plans already
  • when you are in info mode and tap over the bottom icons it should say what they are doing (not dirt road, cactus ,etc) Usability feature
  • the possibility to scroll the map on survey mode (with the pan or/and arrows) . This would serve like a mini map for better planning your actions Usability feature
  • the possibility to make more then one screenshot without overwriting the old one Bug - accepted
  • option to disable/enable fog of war Already exists for developers
  • hero should start in the castle not one square in front of it Gameplay logic probably
  • longer text messages – add scroll arrows for messages longer than 1 screen Usability feature - accepted
  • restart button – this would give the possibility of starting the same map over again, without having to configure all the options (the previous setting will remain). This is useful to get the starting conditions that you want Minor usability feature
  • paralyze (petrify) ability (not spell) on some monsters like: medusa, Cyclops Gameplay tweaks, bestiarium
  • water activities Planned but too complex for now
  • underground Planned but too complex for now
  • multiplayer by email/Bluetooth Planned, but might be not easy to do at the current state
  • heroes with our portraits Need further clarification → well this would be just for our fun. We can edit our faces and make it a hero face.
  • external growth of creatures according to the difficulty level (the monsters growth from the castle stays the same) Gameplay tweaks
  • quick battle mode Gameplay feature
  • duel mode – you have an amount of points (gold). You build your army, pick artifact, spells, etc according to the money/points you have and fight other heroes. You’ll get experience and points/gold with every battle. This doesn’t involve a map and the features that go with it, just the battle background. Not planned for now
  • the guard towers should do damage according to the development of the castle and according to the defense of the unit. Also the main tower should do more damage then the other 2. for now they all do a fixed 50 damage (the moat too), doesn’t matter any parameters. AFAIK its done according to the HMM2 or HMM3 spec. But yes, gameplay tweak might be considered interesting → but we are not homm :). For now I see all the efforts are done to make the game not so similar with homm
  • to make available the hero info on the tavern, before I buy him. I want to see first what I’m buying. Isn’t it was made intentionally? Im not sure the player have to see heroes stats untill he bought him.. maybe some sort of relative level, but not the entire stats → in homm you could see it: stats, army, artifact, spells in the book. But I didn’t want this because in was in the homm…it’s just an useful feature
  • perpetual events: some events not to disappear after you took it: for example you get -1 moral every time you go through a place. Gamplay bug → this was a suggestion, not a bug that I encounter. The bugs I encounter were wrote in the bugs section
  • more then 2 way teleports Doable, but now its incompatible with AI model. As i understand it means random portals - i.e. several destinations choosed in random, am i right? → yes
  • allied factions (teams)Requeres diplomacy in AI and additional editor interface. Feature strongly coupled with the new AI model
  • rewards that can be carried from one scenario to another (campaign mode) Campaign feature
  • Quests
  • split the sound into 2 parts: music and sound effects, each with own volume control For now we don’t have any music
  • day counter next to the horse cursor – to show turns needed till you’ll arrive that place – toggle mode movement points/days Usability feature
  • add a “Are you sure you want to dig” question Usability feature
  • special victory/loss conditions Quests related, mostly editor feature
  • improve AI ahem.. its the big chunk of work but planned as well
  • DONE sprites (I think this should be developed in a new sub-rubric) New constructions are complete!
  • animations (I think this should be developed in a new sub-rubric)
  • :!: NEW: add the possibility to also block the building of any constructions in the castle. This feature would be especially used with quest maps where you want to block the possibility to make the second hero (for one hero quest maps), or to build mage guild (if you want to be a map orientated only on might battles), or block the construction of the last dwelling, etc. How to realize it: additionally under the ‘Build’ button there will be a second one. Suggestions for button’s name: ‘Erase’, ‘Block’, ‘Don’t permit’, ‘Restrict’, ‘Bann’, ‘Restrict building’, ‘Demolish’. How would it look: the name of the building that is forbidden to be build in that castle will be gray.
  • :!: NEW (15.12.2007):
  • end graphic chart: at the end of the game some graphic that shows comparative evolution in time of the game (gold, resources, castles, army, artifacts etc), or you could pay for this while you are playing - this option would facilitate the comparison of the competitors especially in human vs human games. Design: similar to Civilization
  • dynamic luck/morale (when 2 heroes meet in battle the lowest morale/luck will be 0 if not negative and the other player will have his value minus the enemy value)
  • spell scrolls with limited cast number – after 10 casts foe example they would disappear. This is especially good for very powerful spell like Implosions, Armageddon, etc
  • a town structure that gives a small amount of experience per turn for the hero that is guarding the town (not too much cause then there will be many that will just stay in the castle to level their heroes…f.e 100 exp per day is ok)

Artifact suggestions:

  • Artifacts Sets – race specific sets or sets with a purpose (sets for fighter, spell casters, for travelers, etc) Sprites created-Future versions
  • a +1 level to a skill
  • combination like boots that give 50% Pathfinder and some travel points. Sprites created-Future versions
  • Boots that give no penalty for some specific terrain (for example Desert). Sprites created-Future versions
  • artifacts to increase growth population Sprites created-Future versions
  • artifact that would give bonuses to a specific unit (f.e 6’th level creatures like Black Dragons)
  • make some special artifact for the Necromancers. A coffin for the Vampires or others Sprites created-Future versions
  • think at something special for every race. A banner for the Knights, a Horn of Rage for the barbarians that would give them Bloodlust at the beginning of the battle for example, for necromancers something that will raise Zombies instead of skeletons ,etc Relative to above item
  • some magic books that would give all level 1 spells or all destructive spells, etc Sprites created-Future versions
  • an artifact that would give +1 to all resources per day
  • an artifact that would enable you to use armies from all kind of races without moral penalties, but you can’t have good morale either. This artifact would make the moral to 0, doesn’t matter the army you have.
  • Artifacts that give a big bonus but decrease some other ability: +4 attack and -2 def, +2 moral and -1 luck, etc Sprites created-Future versions
  • a ballista that would let you shoot twice Future versions
  • artifact that would boost a spell: cast at half of mana, increase effectiveness, etc Sprites created-Future versions
  • ammo cart
  • artifact that would provide immunity for a certain spell Sprites created-Future versions
  • a bow that would halve the penalties Sprites created-Future versions
  • :!:NEW: make artifacts specific for a race or against one faction. F.e: a shields of light would give additional + 2 defense to all good creatures or to humans or a fire shield would give a bonus to all units that would have a fire attack (Phoenix, Dragons, Druids, Mages, Fire Elementals) or would protect other units against fire attacks…and so on for the other elements. The same for swords…

Constructions/objects ideas:

  • external dwellings for every unit. For now there are the first 2 for every race + the Hydras and the neutral ones. So here there is a big need for drawings. Sprites created for all 3rd level and all 4th level except Warlock and Wizard-Future versions
  • dragon Utopia and the construction for special Dragons (Crystal dragon, Sulfur Dragon, Azure Dragon, etc)
  • more construction that give bonuses. There could be with +3 to a skill or a construction that would give 2000 exp – something like Gazebo that gives 1000.
  • an altar of sacrifice for units or/and artifacts
  • buildings that would increase temporally some skills& abilities. E.g: magic skills (fire, water, etc) or combat skills (f.e +1 to Archery for 1 week)
  • a graveyard like in Heroes 1 – that would have ghosts or other undead as protectors
  • a corpse that if you would search you would find something: similar with excavations or the skeletons from the Homms – not really a construction but would behave like one :) Skeleton sprite created-Future vversions
  • crevasse as snow ‘building’ would be something that if would be put in your way would make you loose something: troops, morale, luck, travel points, mana or something else
  • a church – we’ll see what will be the use of it.
  • an external building (Town Hall, Statue, etc) that would bring 500 gold per day
  • DONE we have a Windmill – what about a Watermill? Trinity construct gives 1000 gold/already in game
  • farms – maybe related to peasants
  • oracle – similar to the tavern, but would show just the info about the other players – in the previous Heroes there was a Thieves guild for this, but now would be nice that the Thieved Guild would have other attributes – f.e: after defeating some rogues you get a treasure: money+ artifact
  • external tavern Sprite created-Future versions
  • bank for landing money that you’ll have to pay after a period of time – not very medieval, but…
  • DONE Nest – would be something like a Treasury that would be guarded by rocs or Griffins. Or you could use this idea for and external recruiting building Griffin Nest already in game
  • Oasis – for the deserts. Could be for good luck/moral or travel points or just a bunch of Nomads that will attack you leaving after you defeat them some goods
  • Weapon/Armor Pedestal – a place that if you would search would offer a random artifact (weapon/armor) – probably from the editor we could choose the level of the random artifact or the directly the artifact
  • I would really, really love a Pandora Box. Who wants to draw it? :)
  • Sphinx – not necessarily with the same purpose like in other heroes. We can find another thing for him
  • magical garden – the previous Homm this would give 5 gems. Now it can give +1 to all the resources (gems, crystal, sulfur, mercury) when you visit it once per week.
  • Fort – a construction where you can recruit various creatures for money – they’ll be chosen by the mapmaker
  • DONE Palace – well this could be part of a quest. I don’t have really an idea what it could do, but a Palace would find it’s place in a fantasy game Castle construct already in game
  • we can introduce a building for Vampires: Bran Castle or something. Here you would fight vampires and in the end get a reword: resources or even some vampire units to fight for you
  • DONE Sarcophagus – for an undead Unit dwelling already in game
  • a construction that would teach fight skills (could be the Fort) and another magic skills (like an Academy or something). Of course for an amount of money
  • a cartographer that would reveal a small amount of the map – but I’m not sure I really want it :)
  • Banner – a simple banner that if you would visit would give you +1 moral or something
  • magic crystal site – you would pray there and a skill/attribute would be increased. Probably a magical one
  • draw a bridge for crossing a river/small sea
  • external gates that would complete the walls. They would disappear after access. They are similar to the Guards. Actually they could take the attributes of guards and the Guards abilities could be extended with other required things (not only visiting a keymaster) like: level, experience, particular hero, gold or resource required to pass, etc. Also they could be guarded Sprites created-future versions
  • magical terrain – this idea was taken from homm 3 :) but it was nice
  • DONE rivers water/lava – just for design Already in game
  • Geysers water/lava– just decorative
  • DONE mountains that would look exactly like the snow/dirt ones but would be for swamp
  • the possibility to rotate mountains
  • trap – a trap that if you would visit in one place would open the possibility to enter in one place (open a gate) – this is more suitable for underground, but if you would want to use it, the idea is to link one ‘button’ (lever) that is in one place to another place that is activate by it
  • Carnivore plant – as decoration for swamp
  • :!:NEW(15.12.2007):
  • external marketplace Sprites created-Future versions
  • artifact merchant: a place where you could give gold and/or resources for artifacts Sprite created-Future versions
  • altar of sacrifice for artifacts – gives back exp, gold, resources or something else…

3. Todo list v.2.0:

N Description Type Priority Milestone Difficulty Notes
1 quests Programming Critical 2.0
2 special victory/loss conditions Programming Critical 2.0 Low
3 extended event & quest system Programming High 2.0 Med
4 new hero sprites Graphics High 2.0 High
5 new monster sprites Graphics High 2.0 High
6 new scenery sprites Graphics Med 2.0 Low
15 Improved tactical AI Programming Low 2.0 High
16 Improved strategical AI Programming Low 2.0 High
17 New menu & credits screen Programming High 2.0 Low

original: http://www.palmheroes.com/files/todo_100.xls

  • Loss/Victory condition
  • Quest system (HoMM3 style)
  • Heroes specialty (HoMM3 style)
  • Campaigns
  • New spells (there are lot of new ideas)
  • New secondary skills
  • New heroes
  • Alternative creature upgrades

List of task for artists:

  • Make full sprite set for siege (now only Citadel’s version is completed and used for all castles)
  • Redraw all copyrighted heroes’ portraits
  • Redraw all copyrighted spell icons
  • Redraw all copyrighted secondary skill icons
  • Draw all fake icons and sprites (like a catapult sprite in turn order gauge during the battle)

Porting tasks:

  • Port PH to UIQ3 platform
  • Support non-standard resolutions (320×320, 400×240, 480×320, etc)
  • Port PH to Palm platform
  • Port PH to Linux platform (Sharp Zaurus, several Motorola mobile phones, scope of PMP devices, etc)

4. Features for future releases:

everybody that know a part won’t be for the 1.4 release just copy here the idea.

From what I’ve seen it’s been edited, here is the list with things that won’t be completed for 1.4 version, but are planned for future releases:

  • random map generator
  • water activities
  • underground
  • multiplayer by email/Bluetooth

 
ph\work_notes.txt · Last modified: 2008.06.26 05:23 by tekpir8
 
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