<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to feature-requests</title><link>https://sourceforge.net/p/lightsout/feature-requests/</link><description>Recent changes to feature-requests</description><atom:link href="https://sourceforge.net/p/lightsout/feature-requests/feed.rss" rel="self"/><language>en</language><lastBuildDate>Fri, 12 Jul 2002 17:16:26 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/lightsout/feature-requests/feed.rss" rel="self" type="application/rss+xml"/><item><title>Lights out golf!</title><link>https://sourceforge.net/p/lightsout/feature-requests/4/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;This feature request is part of a larger idea I have&lt;br /&gt;
about making this game a little more like golf. &lt;br /&gt;
Perhaps we should carry over the score after each&lt;br /&gt;
&amp;amp;quot;hole&amp;amp;quot; (round), until the player completes the entire&lt;br /&gt;
&amp;amp;quot;course&amp;amp;quot; (set of rounds that make up a game)  we could&lt;br /&gt;
then have a best scores list for each course.&lt;br /&gt;
&lt;/p&gt;
&lt;p&gt;However, for this to happen we'll have to figure out&lt;br /&gt;
how the player can get scores under &amp;amp;quot;par&amp;amp;quot; (min. number&lt;br /&gt;
of moves to complete the round).  If we can use david's&lt;br /&gt;
equations to implement skill levels (I haven't looked&lt;br /&gt;
at his code just yet), then we may be able to set par&lt;br /&gt;
at something like:&lt;/p&gt;
&lt;p&gt;par = minNumberOf Moves + (minNumberOfMoves * 0.2)&lt;/p&gt;
&lt;p&gt;or 20 percent higher than what the minimum number of&lt;br /&gt;
moves are.  Easy levels (minMoves &amp;amp;lt;= 4) should not use&lt;br /&gt;
this multiplier.  Maybe harder levels could use 30%?  I&lt;br /&gt;
dunno.&lt;br /&gt;
&lt;/p&gt;
&lt;p&gt;I think we could implement all of that for 1.0 if you&lt;br /&gt;
think it's a good idea.&lt;br /&gt;
&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Anonymous</dc:creator><pubDate>Fri, 12 Jul 2002 17:16:26 -0000</pubDate><guid>https://sourceforge.net26a06a7b84733de028d135b3155ffc54e1f22316</guid></item><item><title>restart current round for random puzzles</title><link>https://sourceforge.net/p/lightsout/feature-requests/3/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Currently, using the 'restart current round' function&lt;br /&gt;
when playing a random puzzle either does nothing or&lt;br /&gt;
restarts the last puzzle loaded from file.&lt;/p&gt;
&lt;p&gt;What should happen is that the randomly generated&lt;br /&gt;
puzzle is regenerated exactly as before and the score&lt;br /&gt;
set to zero.&lt;/p&gt;
&lt;p&gt;This could be done by providing a method in&lt;br /&gt;
LightsOutBoard called getVector() which returns a&lt;br /&gt;
Vector of booleans in much the same fashion that&lt;br /&gt;
writing to file works.  Then a constructor for&lt;br /&gt;
LightsOutBoard could be made to read this same Vector&lt;br /&gt;
and produce the same puzzle state.  This function and&lt;br /&gt;
constructor would also be useful in improving&lt;br /&gt;
performance of switching themes since, currently, I am&lt;br /&gt;
writing the state of the board to file (yeah, I know...&lt;br /&gt;
but it was a quick fix) and reading it back.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Justin Berstler</dc:creator><pubDate>Sat, 06 Jul 2002 14:12:58 -0000</pubDate><guid>https://sourceforge.netb706a04bc2324646ca1405c8f62a7ba351879e06</guid></item><item><title>theme change during a puzzle</title><link>https://sourceforge.net/p/lightsout/feature-requests/2/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Currently, if you change the theme in the middle of a&lt;br /&gt;
puzzle, your current state gets wiped out (lights,&lt;br /&gt;
score, etc.).  It would be nice to be able to changed&lt;br /&gt;
the theme in the middle of a game without having to&lt;br /&gt;
start the game over.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Justin Berstler</dc:creator><pubDate>Fri, 05 Jul 2002 18:51:03 -0000</pubDate><guid>https://sourceforge.netd1703cbd9c2dc3e332f69c898cc70586f0c3271e</guid></item><item><title>high (low?) scores?</title><link>https://sourceforge.net/p/lightsout/feature-requests/1/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;There should be some way to keep track of best scores.&lt;br /&gt;
Since the object is to finish the puzzle in the least&lt;br /&gt;
number of moves, then there could either be a &amp;amp;quot;Low&lt;br /&gt;
Score Board&amp;amp;quot; or perhaps some sort of points system that&lt;br /&gt;
gives higher points for fewer moves.&lt;/p&gt;
&lt;p&gt;As the game is currently, these scores would only work&lt;br /&gt;
with saved levels since random levels can't really be&lt;br /&gt;
kept track of permanently.  However, a system of&lt;br /&gt;
numbering the random puzzles uniquely could be devised&lt;br /&gt;
and then save the best score that way.&lt;/p&gt;
&lt;p&gt;Another option would be to implement a timing system&lt;br /&gt;
for scoring, rather than a 'number of moves' score&lt;br /&gt;
which is currently implemented.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Justin Berstler</dc:creator><pubDate>Fri, 05 Jul 2002 18:35:19 -0000</pubDate><guid>https://sourceforge.net6274cc8688d16d7550082ec6f0eab96a462cf779</guid></item></channel></rss>