Doctor Who - Regeneration

Doctor Who - Regeneration

318k Downloads

v1.3 TODO & Changelog

HoldYourWaffle opened this issue ยท 7 comments

commented

Title says it all. Feel free to ignore some things.

Final touches

  • Custom toasts that don't cut off the text
  • Update readme & curse screenshots
  • Hand glow punch mechanic
  • Documentation
  • Improved fiery animation

Esthetic stuff

  • Fob watch is kind of hard to see in your inventory

UI stuff

  • There's no way to return to your inventory from the regeneration menu*
  • Pressing reset in the color config screen closes the UI*

Bugs

  • (Not sure about this one) While testing I'm a new player everytime I run the game. However, my regeneration counter is carried over. Won't this cause issues/conflicts? Is this just singleplayer game behavior? What does this do on a lan world? So many questions again....
  • The regeneration 'music' is too short for the actual animation, starting over before the animation is complete. Normally this is masked by the noise of the explosions
  • Killing yourself while choosing or regenerating doesn't do shit (fixed, but:)
  • Death mid-regen isn't handled properly*
  • Your custom color is not applied to your body (only the arms change color)
  • You can regenerate multiple times at once by pressing 'R'
  • Pressing 'R' during grace period will start the regeneration, but will not change your perspective
  • Just letting the regeneration happen during grace period won't change your perspective
  • Shift clicking an arch with 0 regens left will act as if you didn't shift click*

Config stuff

  • The 'start as a timelord' option is misleading, we should either change the option to say that you start with a watch or change the behavior so that you actually start as a timelord
  • Add a 'start with x regens' option (2 modes: getting that many in a new world, or getting that many each time you die)*
  • Add a mode for infinite regenerations*
  • disableArch instead of disableWatch*
  • The dontLoseUponDeath entry is confusing*
  • The LangKey annotation value are not in the lang file, is this intented? Should we add them? Are the annotions useless? So many questions....
  • Useless 'regen' category*

Other stuff

  • Immediate regeneration plays a sound that "builds up", although the animation is immediately on full force
  • Mixed camel/snake case in language file*
  • Heartbeat sound language entry missing*
  • Some language entries still use the 'Chameleon Arch' name*
  • Some language entries are duplicate, and the whole file in general is just a mess*
  • Version is listed as ${version} in the in-game mod list*
  • Add github release*
  • update.json lists the Weepeing Angels homepage*
  • Missing updateUrl in mcmod.info? (I have no idea how that system works)

My humble opinion (especially for these points: feel free to ignore it)

  • You should be vulnerable while regenerating in my opinion. There are already explosions while you're doing it, making it virutally impossible to die. I think we should put off regenerating your health & giving the absorption effect (especially that last one) until you finish your regeneration
  • In addition to the previous point, the regeneration potion effect level is too high while 'choosing' making it again really hard to die. Lowering this level would add more of a rush to choose.
  • Not sure how this is handled right now, but I think you should either die for real if you get killed while choosing, or being forced to regenerate.
  • Should you change perspective when choosing between grace/immediate regen? I feel like it creates a lot of chaos when you're in a fight for example, and it severely limits you're ability to make the right choice.
  • Hydro said you can't move when choosing, and I agree that that's pretty bad (in combination with my previous point). I think we should limit your speed like in the grace period.

Readme stuff

  • Change the curseforge readme
  • I should add the pressing of R to the readme concept*
  • The default range for knockback is 7 instead of 5*
  • Add the fact that you can craft an empty watch

Ideas from hydro

  • Random damage in last minutes of grace period*
  • Knockback enemies when first killed
  • Nausea in last minutes of grace period*

Random ideas from me

  • Toast based notification system
  • Particle effect when opening arch (like grace period)
  • Command for setting the remaining regenerations
  • Add a check in build.gradle to make sure we update update.json*
commented

Let's drop the toast system idea, I don't want to invade the users screen too much

commented

I don't see how it invades the screen too much, it's just a little notification in the corner.

Toasty

The hotbar notification doesn't take up much less space, and it's a lot less readable.
If you have a better idea I'll be glad to hear it, but it seems like toasts are our best option for now.

commented

This has been moved to Trello, making this issue redundant. Most of which are complete anyways. Closing.

commented

I mean does it, give a screenshot

commented

Hold on I'm going to make this 1 big issue thingy for things I find during testing

commented

Made the list.
Screenshots of watch in inventory & hotbar, although the inventory is my biggest concern (hotbar could be better but looks fine to me).

commented

Added some new points under my opinion with new insights from what hydro told me.

Also just to be clear: you made this mod way better than it was before. As far as I can tell it's really stable, and most of these points are just minor issues my ocd noticed.