ToDo

I like ToDo lists. I'm rubbish at filling them out though, mainly because I forget what I want to put on them when I sit down to write them. I suppose if I was the sort who could remember all that stuff, I wouldn't need to write the lists.

So I'm going to fill these out as things occur to me. I've got some lists in various formats around the place, and I'll import them as I get to them. In the mean time, some of this may look a little sparse.

CloneMaster:
  • ADV Stuff
    • Finish the editor! 
    • Write the SDL Stage class so I can play the scenes I write using the editor.
    • get a full w32 demo release going
  • Work towards phase one completion
    • Finish hooking up the cloning lab controls
    • Get the timeline management screen designed and working
    • Customer supply
    • Girl AI
  • Get to this point, we should have something playable in its own right. 
    • next stage can see everyone getting off the asteroid and start developing the plot
Crossgate Gladiatrix League:
  • Not sure where I am with this. Needs a bit of a review.
    • The player setup needs finialising
    • need an order generation screen
    • need order import to work
    • return of orders import at player end
    • gmail integration
    • character pack format
Streets of Crossgate:
  • Game Database
    • got a basic database loading, I think.
    • I need to use it to drive the event now
  • Game Menu
    • Restart/Reset
    • Save
    • Profile
    • Hide Text
  • Main player interface
    • still don't have a lot of ideas how to do this
  • keys and signing
    • get a demo released
  • look at embedding scripting languages. Not everyone loves Java, Google.
Whore Master:

Imported from Google Wave. I'm sticking to my Sabbatical, but I can still track what needs doing. (I might weaken and sort the svn head out so it builds under Linux again, but no more than that).
  • Lua. I want to finish the Lua integration
      • opening lua script has stopped working
      • I wonder if it's worth importing the ADV framework from clonemaster. It would let people see what I had in mind with the windows & thumbnail stuff
        • it's all lua apart from the Lua based event handlers for the windows. That I'd need to port over.
      • sex
        • done
      • torture
        • half done - uses GGF but doesn't produce the final message. Has a placeholder
          • going to make a cGirlTorture class like GGF
            • it's a big complex function and it's used in several places.
            • well .. cut and pasted several times, anyway
            • done now
        • awaiting merge
      • wm.girl_vs
        • Lua wrapper for GirlGangFight
        • done
      • girl.scold
        • done
      • girl.disobey_check
        • done
      • player update
        • I've been putting this one off a bit. No point in dodging it any further...
        • done. a lot simpler than I thought
          • basically ripped off update_girl
      • trait editing
        • done
      • event hooks
        • we need a lot of these still
          • store the funcs as references, we'll need a list of refs for each class that can handle events
            • list of struct LuaEvent { int init_ref; int run_ref; } since there are two funcs for each event
        • I'm not sure I'm going to know what until I need one
        • I'll add them in here as I find them
          • item
            • on_gain,
            • on_loss,
            • on_equip
            • on_unequip
            • on_use
              • working on these
          • girl
            • on_sex(type)
            • on_meeting(where/how)
              • replaces meeting in town trigger
              • also allows similar events for capture un catacombs, abduction, purchase at slave market, acquisiition via script event or reward...
            • on birth
            • on torture
            • on rape
            • on employement
            • on quit
            • on death
            • on additction(gain,cure)
            • on disease(gain,cure)
            • on meeting (can replace the run() method
              • then how do we initialise an event?
              • do we need to?
                • yes - if an event needs multiple calls (anything with a menu) then we need state variables to keep track.
                • that means the state variable needs resettng when the event starts
                • so we'll need an on_eventname and an init_eventname form
                • or maybe eventname_run and eventname_init
                • Luckily, a lot of events will only need a run method
                  • ideally we should do this automatically. create a new event which comes with its own event space and destroy it when the event terminates. We can use the existence of the event context data to tell if an event needs initialisation.
                  • I know lua well enough to know that's possible, but not well enough to implement it.
          • gangs
            • on mission(type)
            • on low numbers
          • brothels?
            • on turn end
          • wards?
          • rivals?
            • on turn end
    • I need to update the documentation too when it's all done
    • currently I keep getting hung up on the girl vs gang code for torture.
  • Building Management. If I'm going to be full-time on WM, I might as well get the building stuff working. I'm going to start with
    • bedrooms,
    • bar
      • want to give the bar jobs a bit of love as well
        • probably should abstract the job of whoring the same way as I've done with the girl vs gang fights
    • casino
    • other rooms incrementally, thereafter
    • I also want to see about lua-ifying the rooms so other folks can join in
      • which would be a lot easier if I knew what handlers they'd need. The trick is going to be to write the first few in C++ and then look for patterns.
  • City Wards: Once that's done, I'm going to split the city up into wards,
    • different conditions that need to be met to grant access to each bar the first.
    • There will be more than slave market here, and the nature and quality of girls on offer will differ according to the market.
    • Probably do something similar for items as well
    • going to need a skill overhaul
      • girls and gangs both
      • need to be able to learn new skills
  • Job Review
    • there are a few jobs that need a little love
      • the bar jobs particularly
  • Message illustrations: I want a message box that
    • takes a picture so we can illustrate events
    • allows portraits on the left or right so we can do ADV style dialogue trees.
      • probably allowing variant emotion pics
      • falling back on default thumbnail if emotion not there
      • falling back from there to a scaled down profile
      • 100x100 target size
    • I think I can combine all this in one screen
  • Fix the Lesbian and group options on the sex interaction menu
  • Saves: I'll probably throw SQLite into the mix at some point, and rewrite the save mechanism to use it. Either that or do the whole thing in XML, but it's way too big already for my mind.
    • delta/shadowcollector said he might be interested in chasing this one down. I don't think I'll be implementing it in WM


Whore Master - Done buy needs merging:
  • Seem to have promised Hui Bui to implement the daughter's thing
    • just needs merging into trunk, now
  • GirlGangFight (GGF) integration: need it for the lua torture code anyway
    • should randomise which gang gets the casualties. Always picking on the first in the list is painful if you want to mass brand some monster girls
      • done that
    • awaiting merge
  • There's a bug where missing "Disabled" images get logged as errors
    • may be linux only
    • fills up the log file and makes it hard to spot errors
    • We should really drop the missing-disabled approach and use hide and unhide - but that's a lot of work
      • fixed
  • check XML error reporting on the config file.
    • checked - they seem fine
  • Slave Markets. This is done, but needs testing. Also I'll need to save the market state.
    • Markets are going to keep the same girls from one turn to the next
    • Girls will be removed or replaced comparatively slowly.
    • People are going to have to make the best use they can of what is available.
    • I'll also look at implementing a tiering system, so that the better girls are also less frequently encountered.
    • The market still needs to be saved when the game saves
    • config file entries to control %unique and %chance
      • or just have Resources\scripts\markets\fleamarket.xml
      • that, I think...