alchemyst/TODO
2019-11-14 21:14:52 +03:00

56 lines
1.6 KiB
Plaintext

Basics:
Items:
- place
- pickup
- drop
- use
- Targeting Screen
- Character Screen
- Common letter/string selector for menus to separate struct/file (use it in inventory, title at least)
- Move scrollBar ro separate struct/file/function
Mobs:
basic:
- place mobs
- move mobs
advanced:
- ai
- dijkstra maps
Assets and i18n:
- move tile settings to json, generate from there (part of prefabs)
- prepare all interface entries for i18n
- all texts (terrain, mobs, quests) also in at least 2 languages
ECS & engine:
- implement time queue (how to deal with closures?) (?) github.com/thefish/scheduleq - get rid od time.Now inside
- move all rendering to systems
- try to move input handling to systems
Dungeon and branches:
General:
- river! (dig_bezier)
- erosion (?)
- global map of valley
Prefabs:
+ load prefabs
+ compose from gens and prefabs
- editor for prefabs
Mapgen:
+ use delaunay -> minimum spanning tree for room connection (Краскал в gonum)
github.com/algds/kruskals - MST
github.com/esimov/triangle - delaunay
- или граф относительных окрестностей (?)
Combat:
- generate skeleton / intesines / muscle / eyes&ears & fingers from templates
- serializable
- config in outer files
- mass
- damage from skill / mass / speed / material density
- no hitpoints! blood is the life source
Quest engine:
- look at parsers like URQL etc
- distorted Aschenputtel story / partisans / rapist prince / Grey Mountains