Basically, I just think it'd be great to have a list of all the bits
that need writing so whenever we (or even just "I") had a bit of free
time and a coding itch, we could sit down and write something for
Sully, and it'd be nice to have the libraries done even if Sully isn't
yet. Before I plunge in and start doing stuff, I'd like to know if we
have any resources like this already, and if people have any ideas,
thoughts, or naysaying about the idea.
That said, the big NEW piece of code that needs coding is the battle
system and any associated enemy-behaviour-programming structures that
go with it. It would probably not be a terrible idea to do the tidying
part before that, however, and I had an idea for something I'd like to
change in the BS anyway.
My problem with having Key Items priced at 0 was that you couldn't
have unsellable things that WEREN'T key items, which I could see
conceivably mattering at some point. But compared to the other stuff
that needs doing this is an utter non-issue.
* Add more sexual innuendos in the code. :P (vaginas are not ints:
they're floats!)
OK ok, I'll be serious.
* Unify the menu code. Right now, there're two completely different
generic and battle menus. I have actually implemented a battle system
with the original generic menu library (it is unreleased and probably
will not be released. Or maybe it will, if I add some content to it.
Gah! Always the damn content!) I have no idea how hard it would be to
reintegrate the menu systems at this point in development, though.
* Simplify Zip's data parsers. Christ. I know error checking is
important, but wouldn't making the code messy make it harder to find
where the error is happening? (I wish I wish I really wish there was
some sort of generic struct loader. But there isn't.)
* Actually, I lie about the above item. I do it too. But at least put
them all in the same place, if nothing else. That includes the
emulated sprite.vc thingy.
* Merge the execute-lovin' back into some sort of generic Sully item/
skill use thingy.
* Reintegrate some of the newer error-handling back into the error
handling library. Unless you're really trying to make all the
libraries uber-independent, in which case, the error handling library
becomes pretty useless, imo.
* Is McFAIL and mouse interface really necessary? I mean, it _is_ an
RPG library, so why would we need 50 buttons? I think we only _need_
three: confirm, cancel, and menu. Final Fantasy got by with four. :)
* I understand slashys are very special... but eventually, wouldn't it
be nice if slashies and sparklies can live in harmony with a buncha
other stuff under a huge umbrella of animation type effecties?
* Maybe somehow combine the events lib and the flags into some sort of
uber thing? But I dunno, it might be easier to keep them separate.
* There is a gazillion different UI box drawing functions. Which is
the one true box drawer? Who knows?
* And yeah, vecna's animation lib vs. gayo's sprite parser. I think
the sprite parser is better because of flexibility, but hey, I leave
that up to whoever to decide.
There're probably a coupla other things I've forgotten. Whatever.