-
fix gamemodel VV
-
patch gameService to use mongoose V
-
patch gameController to use mongoose V
-
frontent add axios.post to easypeasy listener V
-
fix stats VV
-
deploy
- env vars in frontend to allow backend communication
-
give games a uuid to see local games highlighted on the global leaderboard
-
add version to game in case we change interfaces / shemas or game difficulties to help with filtering
-
go over to nx mono repo structure
- research how to deploy seperate effectively
- refactor to interfaces/enums to common lib (check with mongoose)
- extensive testing
- nest restful api
- mongoose
- fix release workflow
- add env variable / secret to prod.env
- global scoreboard with ws
- add feedback section
- renew notifs
- user metric tracking
- reset if gameover with score of 0
- proper stats page
- statsProcessingService V
- time played V
- average deviation V
- avarage time it took to guess right V
- settings page V
- choose game mode V
- show which gamemode is selected V
- fix scoreboard mean deviation .123231123ms issue V
- make it instructions more clear on when it starts V
- patch landing page hero text V
- show lives somehow V
- refactor naming
game-over
screen toCurrentGameStats
Screen V - game model revamped im abbild von ReactionModel V
- reset on navigate to
/stats
instead of/game-over
V - personal scoreboard V
- user input takes 3 characters max -> like arcade V
- promp for user name (3 chars) on gameover? V
- ui revamp V
- fix alert messages, not specific enough (higher lower) V
- timer in between reactions -> rendering next button redundant V -> remove next button V
- refactor game reset logic V
- WIP Stats Page V
- fix keyboard ressize issue V
- center box on home screen V
- homescreen: fix mobile width of vp V
- highscore show session highscore & gameover screen V
- game model & store V
- difficulty V -> 3 failed attempts and your'e out V
- score V
- failedAttempts V -> per game V
- create calc method to calculate if guess is close enough instead of exact V -> use difficulties as modifiers for how close you can be V
- refactor to proper files & naming V -> delete v2 V
- fix addguess on reaction.reactionStatus !== IS_OVER V
- fix controlled input value V
- refactor game flow to create random reactions, with next button. V
- fix first reaction to be random V
- create random times, debug show times in console V
- on guesstatus.isRight => setTimeout => new Reaction V
- essentially allow multiple reactions after one another V
- message / disclaimer component at top saying: "waiting to start" | " You won " | "Guess" V
- change button text on success to
next
instead ofready
V - fix next button not to skip on not guessed V
-
animations loading, buffering, particles
-
other visual cues
-
audible cues
-
timer before start -> automating next button -> pause function
-
difficulty exponentioal growth ( take game.score as multiplier )
-
sound effects & music
-
bonus points on how quickly a time is guess correctly
-
user metric tracking
-
multiplayer game 1v1, via websockets, ws can provide live leaderboard
-
if input gets code.ENTER and guessStatus.IS_RIGHT => handleNext()
-
think about whole game flow from splash screen to routing
-
settings would have an option for automatic next
-
replay animation button
-
difficulty could be how many tries you get before you lose
-
create component to allow for "PlayThisReaction(reaction: Reaction)"
-
create history object, which shows all played reactions
-
create difficulty obj, allowing to calculate diff between reaction.duration and reaction.guess to be in a limit of 30, 50, 100
-
create nicer ui
-
splash screen
-
game screen with dock
-
game
-
help
-
settings
-
history
https://github.com/bramus/viewport-resize-behavior/blob/main/explainer.md