8000 Programming Ideas · CorsixTH/CorsixTH Wiki · GitHub
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Toby edited this page Apr 20, 2024 · 30 revisions

AKA the TODO list

This is a summary of ideas for programmers of things we know are not yet in the game or not yet fully working.

When you are considering starting work on a missing feature or on finishing off something that is not fully working, you can choose to join us, in the chat channels linked in the homepage, where we can help and coordinate efforts.

Note: WIP = Work In Progress, which means that there is currently a programmer working on this feature. They may accept help, or you may take over if they are dormant.

Bug Fixes

See the issue tracker.

Estimated Difficulty: 1/5 to 5/5, depending on bug.

Gameplay

Level Configurations

Started by: ? , Date verified: ? , Target release: ?

There are still a lot of information in the level configuration files that is not used. We don't want to use some of it, but many things are also needed.

Estimated Difficulty 2/5

Rats

Started by: benckx , Date verified: Oct 2014 , Target release: 0.70?

Buildup of litter should result in rat holes appearing in walls, and rats running out of them, which the player can shoot. PR 328.

Estimated Difficulty: 4/5

Vomit waves

Vomit waves are caused by litter, rats, and level config values. See code comments and https://gamefaqs.gamespot.com/pc/198993-theme-hospital/answers/535206-why-do-patients-vomit

Estimated Difficulty: 2/5 (after rats)

Mini Game

There is also a random mini game that would appear sometimes between level changes in the campaign. It is a challenge to clean up a messy hospital full of rats and litter. The menus are different, the handymen cannot be picked up and there is a timer. The aim was to kill as many rats as the player could before the timer ran out or before the litter had been cleaned up by the handymen. Players had four different types of gun to use that would change (based on what?). The count of the killed rats would be carried forward into the next level, this could be seen in the awards at the end of the first year for the rat killing trophy (or was this a bug?). One of the guns would produce a large explosion similar to a machine exploding.

Estimated Difficulty: 4/5

Graphs Dialog

The main graphs menu were implemented in version 0.20.

Still to do are for the headings at the end of each line, which were implemented in black for technical reasons, but which should be a different colour for each line to match the original. See google code issue 659.

Also remaining to do are the graphs for insurance.

Progress Report and Status

There should be a pie chart representing the four hospitals and their share of the total spawn rate. This also requires new rendering primitives, see the Graphs Dialog above.

Hall of Fame/Shame and trophies

||Mostly implemented. Those not yet in are mentioned in the game guide||

There are still some awards which have not been implemented.

Other UI

Animated Main Menu

Started by: ? , Date verified: ? , Target release: ?

The main menu animations are finished?, but this will need some coding (C/C++) to be implemented into the game. There will need to be sort of interaction with the mouse and animation to be able to have the trainers pointer to select the right menu items, i.e. continue last game, start new game, start network game and load saved game. These were the options in TH (do we want the same or to do things differently – this has yet to be decided).

The animation can be found here: Forums: Main Menu

Estimated Difficulty: 4/5

Offer Letter

Started by: ? , Date verified: ?, Target release: ?

Previously discussed on the forum. In TH once you had achieved all of the goals you would be sent an offer letter and be given the chance to take on your next challenge or stay where you are. This letter is a movie file and there is also an overlay of text. The text comes from the language files and is already being used, as we are presently using the fax machine. To replicate TH we need the movie to stop on the last frame whist the text appears to be typed onto the letter. There is also an overlay of two buttons (accept or decline). We could use the existing movie or create our own or give players the choice.

Estimated Difficulty: 4/5

Various cut scene videos

Started by: Stephen E. Baker , Date verified: 02/01/2013, Target release: 0.70?

The coding for this is being tested. The newspaper headline at the end of each film is not implemented. For these to be added there would need to be some sort of overlay. The text is available in the language files (consider reverting PR 1859. There is a large selection to choose from and would appear to be grouped into themes which match the movies. The movies may also be close to the ways the player can lose, but how they actually matchup is still to be agreed. Currently the lose movies are selected at random, do we change this so that they match the reason or do we leave them as random?

Estimated Difficulty: 4/5

Advisor being helpful in more situations

The Advisor is a lot more helpful now, but there are still places where he could offer some advice: feel free to say where you think he could do this. Regular players know these things, but they are very helpful for anyone who has never played this game before - or maybe not played for a long time. If a player finds him annoying, they can now turn him off with the "Shift" + "A" key or by unchecking this in the in-game Options menu.

Examples - objective updates issue 1514

Estimated Difficulty: 1/5

Interface & font scaling

Discussed in issue 1210. Currently there is no support for scaling the interface and fonts (menus and text). This would be very handy for people running on either very small or very big screens. Or who just has poor eyesight. A zoom in feature to enlarge the hospital plan or the ability to left click on the plan so it can double in size - so we can see the detail.

Estimated Difficulty: 3/5

Rooms

DNA Fixer

Alien patients can now visit the hospital. There are still a few glitches to fix concerning this disease though.

Estimated Difficulty: 1/5

Scanner

This is mostly implemented, however the Doctor should sit at the console before the scanning starts.
The Doctors actions with the console should affect the scanner so that when the doctor presses some buttons -> scanner goes down, press buttons -> goes up, pulls handle -> scanner tilts. That is not possible at the moment as we need some new functionality in use_object. see issue 375

Estimated Difficulty: 2/5

Operating theatre

  1. Surgeons are only using one side of the sink to wash their hands, both sides should be used and if they wash hands at the same time they should stand next to each other - see google code issue 694.

  2. Surgeons do not pair up, so will instead opt to go to separate rooms and both wait for a second surgeon to join them. See google code issue 776. Ideally they should go to a theatre where there is already a surgeon waiting before going to an empty theatre.

  3. The placement of the x-ray viewer has caused problems if there was an object that blocked its path to the door. This has been somewhat fixed, but it would be better if small objects were passable (see notes on radiators)

Estimated Difficulty: 2/5

Miscellaneous

Patients in queues

When hovering over a patient in the queue dialog the corresponding patient in the world should flash (lewri: not sure I agree with flash, but showing the queueing icon should suffice).

Estimated Difficulty: 3/5 lewri to investigate

Editing a room

When the player click on "edit room" button, the room should flash on hover over a room and a blue skeleton effect frame should appear on the room during the first stage of room editing (Re-arrangement rather than room size changing). See issue 271

It should be possible to use the "edit room" button to pick up and move objects in the corridors. During hover over the object it should flash or flicker much the same as a room will.

Estimated Difficulty: 2/5

Multiplayer Support

Requires some serious thoughts and group discussion on the implementation before the actual coding can be started. We will start introducing multiplayer once all the options from the original Theme Hospital are implemented. Consider the user's ability to pause or use cheats. This could start with something small, such as competing to finish a level but not influencing each other's spawn rates via relative reputation. It could also start with replays (which also helps with bug finding), google code issue 105.

If you have the skills needed to plan or code this and feel up to the challenge, then please let us know.

Estimated Difficulty: 5/5

Easier to make new diseases

In the future we want it to be easy to make a new disease, and in order to walk towards that the game needs to be able to read some basic information about a complete disease from one single file. At the moment some parts are in the level files while others are in the specific disease file. We also want to avoid the number id system used for the original diseases to avoid clashes. Additionally these new diseases are probably better off together with saves and the config file rather than the installation directory?

Spawning of Patients

Patients arriving is implemented. The spawn rates are picked up from the level file and should also be linked to player's current reputation compared to that of the competitors. So if all human players have the same reputation and four patients spawn, they will receive one each. As there are no computer players, at the moment the player gets a proportion which has been set in the code (more than half).

We might need to wait until we have the AIs before this can be changed.

One suggestion is that when the player first open the hospital that one patient is spawned (providing there is a staffed desk) so the player knows all is well - see issue 1647.

Greater compatibility between saves made in full game or demo hospitals

Currently a savegame made with the full game files and a dialog from the full game open will not be playable on the demo game files. Instead it should close the dialog. In the reverse situation, the full game will not suggest to the user that they build the research department on the demo level. Lewri: this one is currently shelved due to #2096.

Pathfind test to a specific hospital

The hospital_finder::find_path_to_hospital function currently looks for any hospital tile, it should take a hospital or plot number for a specific search.

Clang version

The current clang tools (tidy and format) version is 11. This can be raised, eg to the version in the current LTS of Debian, and all new warnings and formatting changes fixed. See .github/Workflows/Linux.yml for the commands used. Consider using the --fix switch.

TODOs in code comments

Some comments in the code start with "TODO" followed by something not done at the time. This includes researching the original game, discuss with other developers, make graphics, code new or better functions. Some of the list above is noted in such way. These comments are usually up to date, but it is worth checking that they are.

Internal documentation

Update the documentation whether possible, including drafts for new features by you or others.

Doxygen

Increase coverage.

Luatest

Increase coverage.

LDocgen

Enable, improve and extend.

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