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Edvin edited this page Jan 4, 2014 · 3 revisions

AKA as the TODO list

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

If you are thinking of starting work on a missing feature or starting work on finishing off something that is not fully working, you can send me a message in the Forum, you can also ask in the IRC channel or the developer group (there is a link to it on the side bar of the homepage). If you want to ask for more information of what is required, you can do this at the developer group too.

Note: WIP = Work In Progress, which means that there is currently a programmer working on this feature.

Bug Fixes

See the issue tracker.

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

Gameplay

Drug Casebook price effect

Started by: FerretWithASpork, Date verified: 09/08/2013, Target release: 0.30

Right now the patients will never complain about the prices set in your drug casebook. Patients should get angry and complain (or even leave without paying) if the prices are set too high, and you should in the opposite case get more (and happier) patients if you have low prices. see Issue 362 for more details

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

Epidemics

Started by: Sadger, Date verified: July 19th, Target release: 0.40 (now under testing)

Need to decide exactly how these will work, as the original Theme Hospital implementation seems a little odd.

Estimated Difficulty: 2/5 to 4/5, depending on behaviour.

Patients dying by going to hell

Started by: Luís Duarte/Joe , Date verified: July 19th, Target release: 0.40 (nearly ready for testing)

At the moment, when patients die, they always go to heaven. Sometimes they should go to hell instead. Requires investigation of the animations used by the Grim Reaper and the Hell object.

Estimated Difficulty: 3/5

Rats

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

Estimated Difficulty: 4/5

Mini Game

There is also a random mini game that would appear sometimes between level changes in the campaign. It would be 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 you could before the timer ran out or before the litter had been cleaned up by the handymen.

You had four different types of gun to use that would change (never sure how or why myself). 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 your 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 really be a different colour for each line. See issue 659 (comment 52)

Also remaining to do are the graphs for insurance and the patients health; behind which is the room visiting history or diagnosis progress.

Town Map

All features of the town map are now implemented. A nice addition would be to have 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: 2/5

Progress Report and Status

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

Charts

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 to be decided)

The animation can be found here: Forums: Main Menu

Estimated Difficulty: 4/5

Offer Letter

Started by: Joe.w , Date verified: 07/04/2013, Target release: T.B.A.

Here and also here on the Forum you can see what Joe has produced so far.

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

Animated level advancement

Started by: Stephen E. Baker , Date verified: 02/01/2013, Target release: version 0.40

The coding for this is being tested.

The new animation video will have to be cut up, so that it matches the level progress correctly (changes between levels) and sound /music added. The new coding will use the movies from TH until the above changes have been made and it may be an option that you can opt for which one you see in game.

The full animation can be found here: Forums: Level board game

Estimated Difficulty: 4/5

Various cut scene videos

Started by: Stephen E. Baker , Date verified: 02/01/2013, Target release: version 0.40

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. 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 you 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?

New animations/videos can be made if someone has this skill and is up for the challenge. In the interim the coding will use the movies from TH if you lose a level or win.

Estimated Difficulty: 4/5

Opening Movie

As a bonus, the opening movie can now be seen when starting the game (being tested). You can opt to disable this in the config.txt or by pressing esc, spacebar when the movie starts.

A new movie can be made if someone has this skill and is up for the challenge.

Attract Movie

In TH if you did not enter your name, after a short while a short movie would play, showing how the game looks and how the machines worked. If you still did not enter your name then the opening movie would play again and then one of the lose movies.
Do we want the attract movie?

A new movie can be made if someone has this skill and is up for the challenge.

Estimated Difficulty: 4/5

How do we integrate the existing background image and menu with a log in screen and animated menu / attract movies etc.?

Advisor being helpful in more situations

The Advisor is a lot more helpful now, but there are still places where he could offer some advise: 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 you are a regular player and find him annoying, you 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

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 bad eyesight.

Estimated Difficulty: 3/5

Rooms

DNA Fixer

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

Estimated Difficulty: 1/5

Jellyitis and Serious Radiation

Both rooms and their corresponding machines and diseases are implemented, but there is no special rendering for patients yet.

Estimated Difficulty: 3/5

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

This room is implemented, however there are a couple of small issues.

  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 issue 694.

  2. Picking up one of the surgeons in the middle of an operation can cause an error - see issue 838. Ideally it should not be possible to interupt the operation or if you do the operation should be aborted and the patient should get dressed and re-join the queue.

  3. Surgeons do not pair up, so will instead opt to go to seperate rooms and both wait for a second surgeon to join them. This did also happen in TH, but I am sure we can do it better - see issue 776. Ideally they should go to a theatre where there is already a surgeon waiting before going to an empty theatre.

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

Estimated Difficulty: 2/5

Miscellaneous

Machine Damage

Machines that are over used and not being repaired often enough should start to smoke / smoulder. Smoke comes in three phases with there being a little to start with, increasing and then lots when the machine is close to exploding.

The explosion should also be animated with a large fire plume effect.

Estimated Difficulty: 3/5

Patients in queues

When hovering over a patient in the queue dialog the corresponding patient in the world should flash.

Estimated Difficulty: 3/5

Editing a room

Most of this is implemented, however there are still a couple of things that need adding. When you click on "edit room" button, the room should flash when you hover the cursor over a room and a blue skeleton effect frame should appear on the room about to be editied and remain once you start to edit the room. (it does disappear once you click on the cross and the room walls become fully blue) - see issue 271

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

Estimated Difficulty: 2/5

Graphical scaling

Currently there is no support for scaling the graphics in linux or when using SDL on Windows. Currently one can scale (zoom) the graphics on Windows by running OpenGL or DirectX. This would be very handy for people running on either very small or big screens. Or who just has bad eyesight.

Estimated Difficulty: 4/5

Announcement Queue System

There are times when the announcements overlap each other, at times there can be three or more at the same time; which makes it hard to know what has been said. Advisor messages are now queued (priorities may need tweaking), we need a similar system for announcements so that information accouncements get a higher priority to random funny announcements.

Estimated Difficulty: 4/5

Key bindings

Key bindings are currently configured in various places. There is also a key mapping file to allow the player to choose some for themselves. However, this has already caused a conflict i.e. A was used to turn off and on the Advisor. In the key mapping file A is offered as an alternative for navigating the map inplace of arrow keys. So we have changed this and we now use Shift + A for the advisor, which is the same as TH!

It would also be better if they were all in the same place (and maybe they should also be the same as TH), maybe in a config file. In addition there could be a user interface menu, so that they could be changed easily and independently by the player. Listed below are the bindings from Theme Hospital and the equivalent from CorsixTH; if there is one. (add a comment if any have been missed)

Command References Theme Hospital CorsixTH Equivalents
To move around the hospital press the arrow keys Same
To set a camera key go to where you want to focus press Alt + a function key. This stores your camera position. Not Implemented
To go back to that position press Ctrl + the function key Not Implemented
To increase/decrease the number of Corridor or Extra Room Items you want to buy in multiples of 5 hold down the shift key while increasing or decreasing the number of items you want to buy Same
To increase/decrease the number of items by 10 hold down Ctrl while increasing or decreasing the number of items you want to buy Same
To Quick Save your game press Alt + S Same
To Quick Restore the last game saved in the Quick Save slot press Alt + L Same
To open the save dialog Not Available Shift + S
To open the load dialog Not Available Shift + L
To turn off sound effects Not Available Alt + S
To turn off music Not Available Alt + M
To turn off the announcements Not Available Alt + A
To speed up scroll (with arrow keys Not Available Shift + Arrow key
To speed up scroll (with arrow keys Not Available Shift + Arrow key
To Zoom in Not Available + (DirectX only)
To Zoom out Not Available - (DirectX only)
To Zoom in or out more Not Available Press Shift +/- (DirectX only)
To Zoom in or out Not Available Mouse wheel (Not SDL)
To Pause/Unpause the game press P Same
To Quit the game and return to your operating system Not available Alt + F4
To Quit the game and return to first menu Shift + Q Same
To change the speed of the game to slowest,slower, normal, max, or ‘and then some more’ press 1, 2, 3, 4 or 5. Same
To speed up your hospital to ‘And Then Some More’speed hold down W (release returns to previous speed) hold down Z (release returns to previous speed)
To open the first message Not Available M
To open Bank Manager Screen F7 F1
To open Bank Statement Screen F1 F2
To open Staff Screen F6 F3
To open Town Map Not Available F4 or T
To open Casebook F2 F5 or C (we also now an option to change this in config.txt to Shift + C if volume control is opening casebook)
To open Research Screen F4 F6 or R
To open Status Screen F8 F7
To open Charts / Graphs Screen F5 F8
To open Hospital Policy Screen F3 F9
To Restart game Not Used Shift + F10
To open the cheat menu (Debug mode only) Not Available F11
To open the lua console window (Debug mode only) Not Available F12
Turn off the Advisor Shift + A Same
Take a screenshot Not Available press Ctrl + S
Toggle Full Screen/Window mode Not Available press Alt + Enter
Turn off the Information boxes on new rooms Not Available I
To make walls transparent Not Available hold down X (returns to normal on release)
To open the jukebox J Same
From Town Map, to be taken to that part of the hospital right click on hospital plan and be taken to that location Same
To dump to the game log* Not Available press Ctrl + D !

Estimated Difficulty: from 1/5 (add them separately) to 3/5 (adding an interface menu)

Multiplayer Support

Started by: Darrell Blake , Date verified: November 2012 , Target release: 2013?

Work on this has begun, if you want to have any input on this (maybe you played against others with Theme Hospital and know how it worked), then you should head along to the multiplayer thread and have your say, you should also check out the Forum.

Requires some serious thoughts on the implementation before the actual coding can be started. We will start introducing multiplayer when all the options from the original Theme Hospital are implemented.

Estimated Difficulty: 5/5

Map Editor

The map editor was added quite a while ago, but for better usability here are some suggestions we have had to improve it.

To be able to have more than one object share an edge (at the moment the placement of a second object sharing an edge can delete the first one)

To be able to use the mouse wheel to scroll around the map

To have the ability to move any walls you have built see issue 1303

Ability to copy, cut and paste see issue 1302

Easier to make new diseases

In the future we want it to be really 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 really also be linked to your current reputation compared to that of your competitors. So if you all have the same reputation and four patients should spawn you will get one each. As there are no computer players, at the moment you get a proportion which has been set in the code (more than half).

We might need to wait until we have the AI's before this can be changed.

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

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