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