17/11/08
- YES or NO after Emma says, "Okay, then close your eyes," produces, "Emma does not respond." [FIXED 18/11/08]
- lack of direction after closing eyes? consider [DONE 11/3/12]
- one refusal before breaking rules? reconsider
- ABOUT - how to suggest the player read this? menu at start? [DONE 28/8/11]
- HTML/banner support - how best to support all current 'terps while looking to the (hopefully HTML-enabled) future?

18/11/08
* general atmospheric messages, with special ones for clueing the baby bird
- rewrite most room and object descriptions [DONE]
- turn bland side of house into vegetable garden - gives me something to describe [DONE 18/11/08]
- add extra endings for if the player insists on following Yvonne or Tiana instead of going her own way? [DONE]

19/11/08
- appropriate response to LISTEN when Tiana and Yvonne are counting [DONE]
* make the counting sequence shorter? six turns is a lot, and if the player is cheating all she can do is watch and wait

20/11/08
- add an ending for talking to Emma (or Tiana or Yvonne) while you are cheating and the others are counting [DONE]
* add conversation for in darkness? or at least a reaction (Yvonne ignores you - Tiana tries to help?)
- add automated searching after examining? (if so, make sure it only happens on objects that are close enough) [DONE]

19/4/09
- BUG: Emma's "going to hide" actions run anyway if the player immediately COUNTs. [FIXED 5/5/10]
- When Emma goes from the big tree back to the lawn, the message says she "comes back this way" even if the player is elsewhere.
  (How to handle the player moving while Emma is going to hide? Emma should notice - some sort of confrontation.) [DONE]

7/5/10
- should there be an ending for "ENTER [HIDING SPOT]. WAIT"? [YES, DONE]
  if not, attempts to enter a hiding spot should remind the player that they're playing Sardines, not Hide and Seek
* why did I make the cubby house a ComplexContainer? I can't remember now

9/5/10
- if the player isn't cheating, make Yvonne go east straight away, instead of waiting until the next turn [DONE 17/11/10]
- make the "NPC-goes-somewhere" reports more descriptive
  they should always be something like "[NPC] goes [direction], to [place]" - never "[NPC] leaves [place]"
- add omnipresent Unthings for Emma, Tiana and Yvonne, so that attempting to
  interact with them when they're not visible gives a nice "You can't see her
  anywhere now"-type message [DONE]
- make Yvonne act before Tiana, not after [DONE 22/02/11]

10/5/10
* check that all the Fixtures in the game should actually be Fixtures, not CustomImmovable or something like that

17/11/10
- if I allow the player to close her eyes again during the counting sequence (and therefore NOT cheat after all), what happens to the sequence of NPC actions after the count?
  if the player looks at Yvonne (so that Yvonne is no longer cheating), but the player does not cheat herself, then neither of them knows to go directly to Emma's hiding spot, and 
  anyone could win... maybe if the player closes her eyes again then Yvonne starts cheating again?

1/6/11
- The NPCs need to have remoteSpecialDescs (?) as well as ordinary specialDescs. Maybe redirect them to the ordinary specialDescs, with slight modifications? [DONE 1/6/11]
- If the PC is talking to an NPC, the NPC should stick around for a turn in case the player wants to say anything else. [DONE 2/6/11]
- BUG: When I force Yvonne and Tiana to run their first AgendaItems (after the counting sequence finishes), they do nothing on the next turn. [FIXED 2/6/11]
- BUG: TELL TIANA ABOUT EMMA when the player isn't cheating doesn't trigger the appropriate topic [FIXED 8/6/11]
- should I use path-finding to make sure cheating NPCs (I'm thinking of Tiana, mainly) always take the shortest route to the cubby? is it worth it? would it cause problems? [UNNECESSARY 15/6/11]

2/6/11
- It shouldn't be possible to get to the cubby before Tiana just by walking past her. What's the best way to prevent this? [DEALT WITH]
- Why did I add the knowsPlayerIsCheating property? What did I mean to do with it? Is it necessary? [DEALT WITH]

3/6/11
- How long should it take to search the bushes in the wilderness garden? How many turns does it take for the player to find the bird and talk to Tiana about it? [DEALT WITH]
- Remove the two-step tree-climbing code (much as I love it), because it just means Tiana has to hang about searching bushes that much longer. [DONE 12/6/11]
- Custom responses for JUMP and JUMP OFF particularly where the tree is concerned. [DONE]
- BUG: YES and NO after telling Tiana to cheat produce "Nothing obvious happens" [FIXED 3/6/11]
* Abstract the numerousBushes searching code, to make it less ugly and repetitive?
- Figure out what happens when the player decides to follow Yvonne across the lawn after she hides. [DONE 5/6/11]
  Somehow, Tiana needs to get to the hiding spot before the PC, despite being over the other side of the map searching a huge patch of bushes.
  Can I stop the player from going that way?
- Separate the front garden into two locations, to slow the player down a bit? [NO]

4/6/11
- Yvonne needs to spend longer searching the numerous bushes, to give the player time to cheat with Tiana [DEALT WITH]

5/6/11
- the code for moving the NPCs around needs to be rewritten to be cleaner and more robust [DONE 15/6/11]
  maybe use pathfinding (via specific rooms if necessary) and treat the resulting path as a "zone" to check if the player is following one of the NPCs
  pathfinding can also help with making sure cheating NPCs (I'm thinking of Tiana) take the shortest route to Emma's hiding place
- BUG: Yvonne yells at you for following her even if you've gone around a different way [FIXED 13/6/11]

8/6/11
- prevent attempts to change posture while in the tree [DONE 9/6/11]

9/6/11
- do more research on honeyeater species, nesting habits, etc. - maybe base
  birds on Brown-headed Honeyeater? New Holland Honeyeater? [DONE]
- BUG: "Which ground do you mean, the ground, or the lawn?" [FIXED 25/9/11]
- get rid of the "(first standing up)" message when climbing down the tree [DONE 9/6/11]

11/6/11
- BUG: Immediate Obedience followed by SEARCH LAWN prompts Yvonne's don't-follow-me reaction. Huh? [FIXED 13/6/11 - bug in reaction.t]

15/6/11
- If the PC makes Tiana cheat before Yvonne is hidden, move Yvonne back to the wilderness garden to give the PC and Tiana time to hide? [NO]

17/6/11
- How best to credit Mike Roberts for TADS 3? Maybe check how other games do it?

18/6/11
- BUG: "The red-haired girl is at the west end of the lawn, looking around at the west end of the lawn." [FIXED 24/9/11]
- Implement a title case function to simplify the lotsaBushes room name code [DONE 19/6/11]

9/7/11
* Make sure each HidingSpot only allows logical postures.
- BUG: the Wildebeest Garden's status name doesn't include mention of the PC's posture [FIXED 18/7/11]
- BUG: Buildings are more logical than HidingSpots for hiding in (what the heck, seriously) [FIXED, APPARENTLY, EVEN THOUGH I DIDN'T DO ANYTHING]

16/7/11
- Tiana stopping the PC from walking past her should count as a conversational
  action & prevent her from taking another action that turn - maybe? [DONE,
  SOMETIME IN THE PAST]
- Remove and simplify the stupid propType checks in reaction.t (they should just
  check the class of the object returned instead) [DONE]

23/7/11
- BUG: If the player refers to Tiana as "Tiana" for the first time on the last turn of the game, the "of course, that's her name" response appears after the final text [FIXED 21/8/11]

9/8/11
- The two paths in the vege garden should be treated as a single object for the purpose of most commands, e.g. EXAMINE [DONE 15/8/11]

20/8/11
- BUG: need to remove the remembered-Tiana's-name text from the transcript if the game ends, otherwise it appears after the final message [FIXED 21/8/11]

21/8/11
- Group NPC specialDescs when they are hiding in the bush? [DONE 25/9/11]
- Rewrite ENTER SHED ending [NOT DONE - changed my mind in light of positive feedback about this ending]

27/8/11
- BUG (Lisa 27/8): attempting to climb the tree while too far away results in the message "You can't go that way" [FIXED 27/8/11] 
- BUG (Lisa 27/8): "From here you can only go down to the big tree" sounds silly - you're already IN the tree [FIXED 25/9/11]
- BUG (Lisa 27/8): LOOK IN doesn't remap to SEARCH on HidingSpots [FIXED 27/8/11]

29/8/11
- BUG (Kevin 29/8): descriptions mentioning that "Emma could be hiding there" sound silly when the PC is cheating [FIXED 25/9/11]
- BUG (Kevin 29/8): "The red-haired girl is in the wildebeest garden, searching the bushes in the wildebeest garden." and its variants sound ridiculous [FIXED 24/9/11]
- BUG (Kevin 29/8): in the don't-want-to-get-beaten-up-by-Yvonne message, "for now" implies you can come back later and search there, but you can't [FIXED 19/11/11]
- BUG (Kevin 29/8): OPEN VAN responds "{the's tiana/her} mum’s van is locked" [FIXED 10/9/11]
- BUG (Kevin 29/8): Tiana referred to as "Tiana" in following-Yvonne ending [FIXED 10/9/11]
- BUG (Kevin 29/8): following-Yvonne ending incorrectly triggers if the PC went behind the shed past Tiana [FIXED 24/9/11]
* (Kevin 29/8) Offer ACCUSE YVONNE as synonym for telling about Yvonne cheating
- BUG (Kevin 29/8): (Kevin 29/8) Tiana referred to as "Tiana" in Caught Out By Speaking ending [FIXED 10/9/11]
- (Kevin 29/8) What to do if the player opens her eyes and then tries to close them again? Reconsider this. What do other testers think? [DEALT WITH]
- (Kevin 29/8) Need custom response to HELLO/TALK TO NPC. (Maybe use TADS 3 suggested topics to guide player?) [DONE 25/9/11]
- (Kevin 29/8) Need responses to these conversation topics: Yvonne, "cheating", Emma [DONE]
* (Kevin 29/8) Should Tiana leave immediately after beginning to cheat? Should she go straight to the hiding spot rather than taking a roundabout route?

7/9/11
- update reaction.t to include a concept of one-off reactions and use them for the one-off reactions in the game [DONE 8/9/11]

11/9/11
- test the bug-fix for Yvonne's following-me reaction triggering while she's in the bush [DONE 25/9/11]

12/9/11
- Change the response to SEARCH [HIDING SPOT] when playing Hide and Seek. Needs to take into account the fact that Emma and Yvonne may be hiding (and Yvonne may be hiding in a non-cubby-bush hiding spot) [DONE (I think)]
- BUG (Jonathan 12/9): Can't use the big tree as a hiding spot for Hide and Seek [FIXED 25/9/11]
- BUG (Savaric 12/9): Need custom responses for talking to people while counting with your eyes [DONE]
- BUG (Savaric 12/9): TELL TIANA ABOUT BIRD no longer works. At all. Possibly because ActorState -> DefaultTopic has a higher priority than a Topic directly located in an Actor? [FIXED 12/9/11]

13/9/11
- (Jon 29/8, Savaric 30/8-1, Ryan 14/9): synonyms for YES (and NO), e.g. SURE, YUP, YEAH, YEP, OKAY, GOT IT [DONE 18/9/11]
- (Jon 29/8): better response for searching the top of the tree? [DONE 25/9/11]
- (Jon 29/8): regularise the behaviour of the cars-as-a-group vs individual cars - maybe use TADS 3's collective class? [DONE]
- BUG (Jon 29/8): Yvonne's stop-following-me reaction incorrectly triggers while she's in the bush [FIXED 11/9/11]
- BUG (Savaric 30/8-1): "The girl is in the wildebeest garden, searching the bushes in the wilderness garden" sounds stupid [FIXED 24/9/11]
- (Savaric 30/8-1): response to ASK YVONNE ABOUT CHEATING during the counting
  sequence (and also ASK TIANA ABOUT CHEATING?) [DONE, ONCE UPON A TIME]

14/9/11
- BUG: CLIMB SLIDE while in sandpit puts the implicit action report after the main action report instead of before it [FIXED]

2/10/11
- BUG: TIANA, DO SOMETHING doesn't trigger the remembering-Tiana's-name reaction [FIXED 19/11/11]
- Tiana's if-you-don't-care-then-I'll-count comment should happen after the rest of the turn, not before. 
  Tricky because the trigger is at the start of the turn, but I don't want any of the processing to happen until the end. 
  Maybe use a not-initially-active AgendaItem? [DONE 28/1/13]

17/11/11
- BUG: FOLLOW EMMA should work if the PC saw her hide. [FIXED 25/3/12]
- BUG?: Reset the PC's scared-of-Yvonne property after Yvonne has hidden and the PC has left the lawn [DONE 19/11/11]
- BUG?: ASK/TELL YVONNE ABOUT CHEATING should (in some circumstances) be an
  accusation of cheating [DONE, ALSO THIS WAS DEFINITELY BUGGY BEFORE 28/1/13]

19/11/11
* SCREAM should attract attention - probably grownup attention (new ending?)

20/11/11
- Make the intro sequence less confusing by only showing the title banner when the PC opens her eyes, not when Emma tells her to count [DONE 11/3/12]
- BUG: trying to go into the house or shed shouldn't count as a travel action when recording the PC's travels for the follow-Yvonne ending [CAN'T REPLICATE 20/11/11]
- Allow the player to respond to Tiana's "Can't you search somewhere else?"
  question [DONE 19/1/13]

21/11/11
- Add extra vocab for attempts to enter the bush (SIT UNDER, GET BEHIND, etc.) 
  [DONE 28/1/13]
- Make SIT on its own automatically choose the bush, if the PC knows Emma is
  there [DONE 28/1/13]
- BUG: The remembering-Tiana's-name reaction doesn't trigger if the action is
  stopped at the verify stage [DONE, at some stage]
- BUG: When secretly spiriting Tiana across the map to make her get to the bush
  before the PC, her last action doesn't get reset [DONE 13/1/13]
- BUG: "You can't do that to some neighbourhood noises" sounds ridiculous [DONE
  17/1/13]
- add responses to LOOK/SEARCH FOR EMMA [DONE, at some point in the distant
  past]

22/1/12
- Change all instances of <A HREF...> to use the new WebUI-friendly API instead [DONE 11/3/12]

18/3/12
- BUG: Yvonne tells you not to follow her even when you're the one who told her
  where Emma was hiding, which seems unfair [DONE 19/1/13]

24/3/12
* If the player tries to interact with something that's too far away, tell him/her how to get there.
* When pathfinding is implemented, use it to generate a response to SEARCH FOR [ROOM]

26/3/12
* make sure that any behaviour depending on getFollowInfo (especially the last-time-you-saw-X behaviour) still works with the new-style FollowInfo list
  [I NEVER DID THIS AND THEN IT TURNED OUT THERE WAS A BUG, WHOOPS 29/3/14]

9/5/12
- BUG: (Melvin 9/5) It's possible to get into a state where Tiana is both counting for Hide and Seek and hiding in the bush with the others. [FIXED 9/5/12]
- BUG: The game is reporting where Yvonne is hiding before the PC discovers her
  hiding place. [CAN'T REPRODUCE 19/1/13 did I already fix this?]
- BUG: Emma is sometimes not being moved into her hiding spot when the PC counts. [FIXED 9/5/12]
- BUG: the "why don't you look in [hiding spot]" conversation items run even
  when the characters are playing Hide and Seek [DONE 28/1/13]

17/1/13
- the response to X EMMA when Emma is not visible should be changed to something
  that acknowledges the game of Sardines [DONE 17/1/13]

19/1/13
- if the player tries to go in a non-valid direction, it shouldn't take a turn
  [DONE 19/1/13]
* add responses to SORRY (for things like hurting Tiana's feelings or annoying
  Yvonne

30/1/13
- BUG: entering WASH [WHATEVER] (or a few other unimplemented verbs, like WASJ)
  causes the game to respond "Whom do you want to ask?" Turns out this is a 
  weird interaction between the SayQuery and SpellingCorrector extensions. 
  SpellingCorrector corrects the unrecognised WASH to WAS (or something like
  that), and then SayQuery interprets it as a question directed at nobody in
  particular. [DONE 30/1/13]

31/1/13
- BUG: (Jon 11-08-12) saying EMMA, HELLO the first time produces only "Emma does
  not respond." It works as expected ("You start to speak, but Emma shushes 
  you...") on later attempts. [DONE 1/2/13]

2/2/13
- HIDE UNDER CAR should just choose the cars collective, not disambiguate 
  among the individual cars [TOO HARD, WON'T FIX 2/2/13]
- TAKE PATH while in the vege garden causes run-time error [FIXED 2/2/13]

26/2/13
- implement an <ABOUTBOX>

29/4/13
- fix the issue with the status line not being removed on web interpreters. 
  looks like I screwed up something to do with the SysInfoBanners check.
  for WebUI games, need to skip that check, I think [FIXED, DUNNO WHEN]

3/6/13
- fix issue with &emdash; (should be &mdash; for browsers) [FIXED 6/6/13]

