Development Tasks
Move Animations
This is the biggest current need. Move animations need to be created such that they are independent of the unit which is using the move. Data-type spells don't work particularly well because they are typically tied to a single unit type. This provides a particular challenge. Most likely, triggers will need to be created for each move, which trigger on a specific effect, then use a mix of trigger code and data to create the animation. If a move can be done purely in data, great, but otherwise this approach should be considered.
Since there will be 100+ moves in the game, this leaves plenty of room for multiple people to work on move animations. Just make sure no one is working on the same move before starting one. A good starting point might be the move "Tackle", which I envision as the unit throwing itself at the opponent. It can look as comically as you feel is necessary. Other moves, such as "Hyper Beam", might be able to be done entirely in data. Other moves, such as "Flamethrower", might be direct ports for the game data. Just make sure they aren't tied to a specific unit. These are a couple of ideas of where to start, or consider other moves in the Pokemon games that you enjoy.
Moves can be independent of all other code in Pocket Warriors. They trigger on a specific effect, and the source and target units are the only objects of interest. They should not damage or effect either unit in any way. That is all done independently.
Stats
This is a fairly big task that will require multiple developers to finish. It is also fairly easy, but can be time consuming.
Warriors and moves will need to have their stats encoded, which is done through a number of data objects which will be documented in another page.
Stats should be based off of the actual Pokemon stats from the games, which can be found at the Bulbapedia (http://bulbapedia.bulbagarden.net). If a warrior or move is similar to an actual Pokemon or move, it should have similar or identical stats. This is just a guideline, however. Use your best judgement, but try to maintain balance. Balance testing will occur later, and the stats you set may change. Principally, I am just looking for people to do the work of filling in all the data.
If you would like to embark on this task, please make sure someone else is not working on the same stats.
Dialogs
Pocket Warriors is a dialog-heavy game. I have already programmed something like 13 different dialogs, and there are several more that must be done.
I am a little far-removed from where I was when I last worked on this game, so I don't remember all the dialogs that needed to be created. I will add a list of dialogs soon.
For guidelines on how to create dialogs, refer to my series of tutorials on dialog creation. Dialog constants should be used instead of exact numbers whenever possible. Also, is there a pre-existing set of dialog constants (Dialog > Dialog Constants), which should be used whenever possible. The global dialog constants are in the "Standard" folder, like cDialog Border or cIcon Size. Dialog-specific constants are stored in their own folders, which usually contain only a few constants. This centralized location allows dialogs to tweaked easily.
Map Creation
There are two ways to add to the map: expand the physical map from its current map to add new zones, and the development of buildings.
Expanding the map involves using the current tileset of objects and/or adding new ones to create a semi-grid map. It also involves creating encounter regions and a few other things. Adding a new area is a good start. Stick to objects that have strict box footprints so that the tiling is perfect.
Adding buildings involves working with the yet-unpublished building editor. The editor creates galaxy code to position all the objects in a building, dynamically. I can publish the editor if you'd like to try working in it, but the editor itself needs some work as well. The tile sets need to be more fully fleshed out, which only works by editing the maps XML. It's not a difficult task, but it's repetitive.
Other
If there's something specific you wanted to work on, let me know.
Otherwise, this section is reserved for when I come up with other things that need doing. In particular, I'd like to post small tasks that can be done relatively quickly in this section.
Comments