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License: Mozilla Public License 2.0
An incremental game about evolving a civilization
License: Mozilla Public License 2.0
The event log needs to auto prune old messages after a while or this list will just grow indefinitely.
Would it be possible to add an option to have timers next to storage/gains to show how many hours/minutes/seconds till storage is full, or empty (perhaps color code for increasing or decreasing materials)
The calendar does not automatically reveal itself after evolution. It does show if you reload the game.
Once missiles are armed, the button text should toggle between "Arm Missiles" and "Disarm Missiles"
Unupgraded Sheds appear to have stopped working.
Perhaps a changelog markdown file is in order
Then the version number in the upper right hand corner of the game can link to the changelog page on github.
When loading the game for the first time without save data errors are being tossed in the console:
ReferenceError: count is not defined
at hn.eval (eval at xa (VM19 vue.min.js:6), <anonymous>:3:78)
at hn.fn._render (VM19 vue.min.js:6)
at hn.i (VM19 vue.min.js:6)
at St.get (VM19 vue.min.js:6)
at new St (VM19 vue.min.js:6)
at hn.$mount (VM19 vue.min.js:6)
at hn.$mount (VM19 vue.min.js:6)
at loadSpecialResource (VM25 resources.js:183)
at defineResources (VM25 resources.js:57)
at VM31 main.js:48
Uncaught TypeError: Cannot read property 'count' of undefined at VM31 main.js:230
Game seems to work fine if you reload it once though.
Add a color change to each resource to indicate level of fullness. I'm thinking maybe something like it can turn yellow/orange if it's more then 80% full and then red if it's completely full.
Bonus feature, make the warning threshold an adjustable settings variable.
Assigning someone as a craftsman when you have no free labor will steal it from another job.
This is probably not checking the free labor pool before doing the assignment and then the labor pool checker is removing excess labor when it detects a problem.
The market seems to sometimes get rendered twice resulting in a broken looking page. Reloading the game fixes it but it comes back eventually for unknown reasons.
The new calendar feature breaks the game when evolving a new race.
Uncaught TypeError: Cannot read property 'day' of undefined main.js:677
Appears the calendar is not being initialized correctly.
The banker profession doesn't seem to be working.
Citizens assigned to the banker job are not increasing revenue by the advertised 10% per banker.
Right now, there is no way to tell if something is building by looking at the button.
You have to hover over each and every button to find out if it's something you hav enough resources for.
I propose changing the button styles to reflect buildable state.
Something like, text color, or button background color.
The Knowledge breakdown seems to be inaccurate. Either this is reporting something wrong or actual Knowledge gain is lower then intended.
Soldiers don't seem to ever die if you only have 2 left. This is likely related to the armor upgrades.
When unlocking Mine Conveyor powering up Coal Mines, Mines, or Rock Quarries doesn't show the change in powered on status for these buildings unless the game is reloaded at least once. Instead it falsely indicates that all the newly electrified buildings are unpowered.
Console error thrown when trying to nuke yourself
TypeError: achievements[achievement] is undefined[Learn More] achieve.js:154:47
Ents do not have access to lumber as a resource, the new crates require lumber to build; therefore Ents can not build crates. ๐ค
The tool-tips for crates/containers are not showing after unlocking crates unless the game is reloaded.
The top nav has z-index issues if the page scrolls down
When first constructed the factory product assignment is unresponsive. This corrects itself if the game is reloaded.
If the game tab is not focused, gameplay is reduced to near zero.
Consider using a web worker to progress the game in background.
Would be nice to see a breakdown of how storage caps are being calculated; this would particularly be useful with Money as it's not clear that citizens contribute to capacity thanks to the Savings Bond upgrade.
Trying to invest in A.R.P.A. projects are failing with a console error:
rebarAdjust is not defined: arpa.js:118:9
Researching agriculture is now breaking the game by causing a not a number issue with food production.
The garrison tech research needed to unlock the military is not available.
it says smelters require fuel to opperate. You got an additional p in operate
The Arraak race has a trait called Selenophobia which makes their production fluctuate with the moon cycle, this needs to be reflected in the various production breakdowns.
When Sheet Metal is unlocked it is not showing up for craftmen. This corrects itself if the game is reloaded.
Grain Silo is unlocking when Irrigation is researched instead of when Grain Silo is researched.
Resource change rate counters "stick" when the resource they are tracking reaches capacity.
Example: Res X: 100/100 (5/s) will always say (5/s) until the resource drops below the capacity of 100 even if the rate should have changed. Whatever the rate of change was when it reached capacity is what it will continue to display.
The costs in popovers don't update the color from red to black automatically if your ability to afford them changes while it's open.
Hello.
I am blind player of game Evolve. I have found Your game at:
https://forum.audiogames.net/topic/28828/evolve-a-new-incremental-game/
There are some issues for blind users of this game.
First of all, those clickable items are mostly links. It is very good, but We can use with those links keys for multiplifications, such as ctrl, shift, or alt, because We use keyboard and screen reader, no mouse.
Nextly, reset button is sometimes shown in settings menu. Maybe, It is also for mouse. So, after pressing enable reset button sometimes We must type It many times to show It.
Please, could You look on those issues?
Thank You.
Marco
P.S: People in this forum will be very glad, if You'll consult those problems with You, dear developers and We love Your game.
Weather needs to be more transparent. It's effects are not well conveyed to the user.
The various actions could use some flair text.
Current money cap is 11k
Current bank level is 10.
Next bank level is 11, 14 416 is needed to build one.
Lumber is being corrupted when electricity is unlocked replacing the current value with NaNY.
This seems to have something to do with having 0 total power generation after electricity is unlocked, might be related to sawmills in some way.
https://pmotschmann.github.io/Evolve/resources.js:505
https://pmotschmann.github.io/Evolve/resources.js:113
https://pmotschmann.github.io/Evolve/resources.js:138
https://pmotschmann.github.io/Evolve/resources.js:39
https://pmotschmann.github.io/Evolve/main.js:48
Many of the evolution phase descriptions are unclear on what they do exactly.
Smelters are initially fueled by burning lumber. While coal can be supplied as an alternative fuel source this makes playing with the kindling kindred perk extremely difficult. It also makes smelters useless until coal is unlocked.
The smelter unlocking process as well as the transition to coal needs to be changed for kindling kindred players; they will need earlier access to coal as well as more abundant supplies of it or some other new unique mechanic to replace lumber consumption.
The game is locked to a dark theme right now, add support for multiple themes.
When resizing the browser window there is significant lag. The game runs fine the rest of the time. This seems to occur after the game is left running for a while, it is perfectly responsive on load.
Players are finding the stress system to be unintuitive or unclear, this needs some informational improvements to help players understand the system easier and how to manage it.
They key multipliers are sticking for many people. The key up event appears to not always register.
On a successful attack the loot chances are calculated using a function like this:
if (Math.floor(Math.seededRandom(0,10) <= 5))
The comparison is not meant to be made inside the floor function, while this doesn't have any drastic effect on most loot rolls it does make getting steel from an ambush virtually impossible.
Steel smelting seems to be working without having any coal.
The bottom bar can sometimes cover the last listed resource so you can't see it.
Not going to lie, it was pretty funny to see that I had 29 wounded with 22 soldiers.
Rebar is not unlocking when it should without reloading the game
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