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Phase-Implementation
Updated May 4, 2012 by mark.l1...@hotmail.co.uk

Note: WIP = Work In Progress, which means that there is currently a programmer working on this feature. Ask in the IRC channel or the developer Google group if you want to know who, or if you want to start implementing a feature.

Bug Fixes

See the issue tracker.

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

Gameplay

Drug Casebook price effect

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

WIP
Started by ? Date verified ? Target date ?

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

WIP
Started by William Date verified Feb 16th Target date ?

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.

Earthquakes

WIP
Started by John Pirie Date verified 4th May 2012 Target date Under testing - Aiming for 0.02 release in June!

At later levels the grounds should tremble once in a while and damage machinery. Requires that the player's view shakes.

Estimated Difficulty: 3/5

Patients dying by going to hell

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

Some new rendering primitives in C++ are required for drawing lines. Should not be too hard if you know C++. We use a library called agg.

Estimated Difficulty: 3/5

Town Map

Mostly implemented. If you fancy the challenge to finish this off, I think it is still open

Many features of the town map are implemented, but there are a few left along with a desire to improve the drawing algorithm sometime in the future.

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

The main menu animations are finished (?), but needs some coding (C/C++) to be implemented into the game.

The animation can be found here: Forums: Main Menu

Estimated Difficulty: 4/5

Animated level advancement

Like the animated menu, these animations are finished, but needs some coding (C/C++) to be implemented into the game. The animation video might have to be cut up, so that it matches the level progress correctly (change between levels)?

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

Estimated Difficulty: 4/5

Various cutscene videos

When playing the original game, you would see a random video when you failed a level. New animations/videos have to be made and implemented (C/C++).

The old videos can be found and watched by following the VideoList.

Estimated Difficulty: 4/5

Advisor being helpful in more situations

The Advisor is a lot more helpful now, but there may still be 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 "A" key.

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

Toilets

This is implemented, however queues can build up as the room will only allow as many patients as there are loos and it does not take into account how many loos are free when paitents vacate them and wash their hands or queue to wash hands. see  issue 703  and  issue 775 

Estimated Difficulty: 1/5

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 and 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 repared often enough should start to smoke / smoulder. Smoke comes in two phases with there being a little to start with and lots when the machine is close to exploding.

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

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 

Estimated Difficulty: 2/5

Staff replacement

It should be possible to drop a new staff member in a room and for the current one to leave. At the moment they will both leave - see  issue 470  Note: One of the developers did start something for this a couple of years ago, which could give anyone picking this up an head start.

Estimated Difficulty: 1/5

Radiators and other one tile objects

All these objects should be passable apart from the edge where the object is i.e. it should be possible to walk in the same square as a radiator that is placed against a wall, so long as you don't walk through the radiator. This applies to fire extinguishers and bins. Fixing this would allow different room layouts to be possible as at the moment they are blocked by the game if the placement causes any part of the hospital to be blocked. - see  issue 250  and  issue 342 

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 is 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.

It would 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. Then 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 keysSame
To set a zoom key go to where you want to zoom to press Alt + a function key. This stores your zoom position.Not Implemented
To zoom back to that positionpress Ctrl + the function keyNot 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 buySame
To increase/decrease the number of items by 10hold down Ctrl while increasing or decreasing the number of items you want to buySame
To Quick Save your gameAlt + SNot Implemented
To Quick Restore the last game saved in the Quick Save slot press Alt + LNot Implemented
To Pause/Unpause the game press PSame
To Quit the game and return to your operating systempress Shift + Qpress Alt + F4
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)Not Implemented
To open the first messageNot AvailableM
To open Town MapNot AvailableT
To open CasebookF2C
Turn off the AdvisorShift + AA
Take a screenshotNot Availablepress Ctrl + S
Toggle Full Screen/Window modeNot Availablepress Alt + Enter
Turn off the Information boxes on new roomsNot AvailableI
To make walls transparentNot AvailableX !
To open the jukeboxJNot Implemented
From Town Map, to be taken to that part of the hospitalright click on map and be taken to that locationNot Implemented
To dump to the game logNot Availablepress Ctrl + D !

Function KeysTheme Hospital CorsixTH Equivalents
F1 Statement ScreenNot Implemented
F2 CasebookC
F3 Policy ScreenNot Implemented
F4 Research Screen (Research Room must be in hospital to view screen)R
F5 Graph ScreenNot Implemented
F6 Staff ScreenNot Implemented
F7 Bank ManagerNot Implemented
F8 Status ScreenCreate Debug Fax !
F9 Not UsedCreate Debug Patient !
F10Not UsedRestart game
F11Not UsedOpen Cheat Menu !
F12Not UsedOpen Lua Console !

! Available in Debug mode only

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

Multiplayer Support

Requires some serious thoughts on the implementation before the actual coding.

Estimated Difficulty: 5+/5

Comment by oli...@gmail.com, May 25, 2010

patients only drop litter if they've bought a drink, otherwise they have nothing to drop

Comment by project member lwgl...@yahoo.com.cn, May 28, 2010

The "gameplay" section should be added "earthquake" part. In the original game, the screen will shake when the earthquake warning or occuring.

Comment by project member lwgl...@yahoo.com.cn, May 28, 2010

The "goals" part in "gameplay" section should not be deleted, because it's possible to lose a game. In the original game to the end of the year, there will be "Hall of Fame/Shame and trophies", when reached failure conditions, the game failed. Then quit, load save or restart the game.

Comment by project member edvin.li...@gmail.com, May 28, 2010

That has more to do with the Hall of Fame/Shame and trophies section than actual goals.

Comment by yo.yo122...@gmail.com, May 28, 2010

I think the player should be allowed to use garbage cans in the halls as that is logical and that should effect dropped waste. Maybe add an award in for effective use of garbage?

Comment by project member mark.l1...@hotmail.co.uk, Aug 21, 2010

Its says that aliens only come from an emergency. Aliens can walk in just like other patients in the original game. They queue up just the same, they don't sit on benches, just hang around near the door to the GP office and when they sit in the GP room they will appear normal until they stand up again.

Comment by helenius...@gmail.com, Jan 6, 2011

Is this up-to-date anymore? If an issue would be opened for each item in the list still not implemented fully. And the issue would be linked from this page. This would speed up claiming the features and ease the conversation on the matter. Just a thought :)

Comment by project member mark.l1...@hotmail.co.uk, Mar 13, 2012

I wondered whether we should add a small table under each programming idea that is WiP to indicate who is working on it, when the target date is, when it was last confirmed etc. So if someone started something and then you didn't hear anything for a while you would know that it was no longer being worked on.

Comment by project member lwgl...@yahoo.com.cn, Mar 25, 2012

In TH, the screen can not leave the hospital. However, in CTH, the screen can even go to the highway.

Comment by project member mark.l1...@hotmail.co.uk, Mar 25, 2012

I always thought of that as an improvement on the original. In TH you could not zoom in and out either, I also see that as an improvement.


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