List view
Everything that needs to be done once game is completed: - replace AI-translations with human ones? - replace some AI-generated graphics with hand-drawn - extend storage (for player data) to save and load data from our servers (ninergames.com's API)
No due dateEverything about player's goal, that is: getting him to the Lost Mine.
No due datePurchasing (and sometimes selling) a phoney at the stable. And something about laundry house.
No due dateAll the funny things that you can do at the saloon. Including drinking, sleeping, playing the poker, loosing all the money and getting a piece of a secret map.
No due dateEvents in the wilderness: meeting Indians, outlaws and snakes.
No due dateCaves, mines and picking gold from them. Cave events like falling rocks. Rope, lantern etc.
No due dateWandering around the map and exploring the desert. Without map events!
No due dateUsing food and drinks for increasing player's health.
No due dateImplementation of fishing, panning and watering.
No due dateUsing mercantile to purchase food and tools. Consider non-fixed, USD based prices everyday?
No due dateEverything around food inventory and tools inventory.
No due dateBasic player's features, including health, cash and weapons. This is the first place in game which can use notifications (warning about low health or out of ammo?): https://copilot.microsoft.com/shares/eTc1kjg3a3fq3oFGX9myi This is also the first moment in game where player can die (too low health), so we must implement a "Game Over" scene as a part of this milestone.
No due dateIn-game environment: map, temperature and time and date. Consider, if we need to use translated date-time based on `moment/luxon/` or moment.js or rather simple translation of week days and months names will be enough?
No due dateTurning gold from mines and caves or from river into money. Securing money, loaning and repaying in bank.
No due dateTurning outlaws into money in the jail. Plus extending library with newspaper features about these outlaws.
No due dateAn ability to read the whole in-game manual only.
No due datePlayer movement across town only. Rework town's animation from "[0.5] Town" to activate upon reaching borders of screen only. Implement click / tap system that will move player to tapped position with the same speed as using arrows.
No due date•0/2 issues closedDrawing main town view in the action window. Consider parallax animation with three planes: mountains + trees + city buildings. This should be fake town animation scrolling only, for testing purposes only, hard-coded under ← → keys. This should be turned into reaction upon user movement only in "[0.6] Player movement". Decide, if there will be an overlay for mobiles as a counter part of pressing keys on keyboard or pad? Or if we want to implement click-and-delayed-move in "[0.6] Player movement" instead?
No due date•0/1 issues closedTickets for initial game load-save system. It must only store location of a player within the city and nothing more. Other things (like passing time, player's characteristics, inventory, etc.) will be added after corresponding feature is developed (in separate milestones). Must include also "new game" feature which is nothing else than "load game", but with pre-defined values. Must include "options" scene. Must include "credits" scene.
No due date•0/7 issues closedFirst time run = Language not Found. 1. Vertical warning (always, if necessary). 2. Language pick (always, if not set). 3. Beta warning (first time only). 4. Story (always, skippable). 5. Logo (always, scene loader).
No due date•0/5 issues closedAs seen in nearly every view, including: 1. Main scene / screen layout 2. Basic UI (with empty game area) 3. Options (language pick only)
No due date•0/1 issues closedAll the technical issues concerning Phaser 3 game and environments: 1. Translations 2. Font 3. Version numbering. 4. Manifest file.
Overdue by 1 month(s)•Due by August 24, 2025•0/3 issues closed