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TODO list
garrison hinson-hasty edited this page May 31, 2021
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- first drafts of systems
- natural world
- agriculture
- tools
- block breaking, holding, placing
- natural world
- procedural generation
- as concrete as possible
- no "biome" artificial construct, things should be gradients
- different blocks are generated at different temperature/moisture/??? values
- temperature
- moisture
- water would require some kind of fluid simulation, maybe model off of dwarf fortress?
- ground moisture for plants
- natural features
- multi-block objects
- though it is a voxel system, not everything should be a voxel - think large rocks, trees that fall down when cut, etc
- multi-block objects
- no "biome" artificial construct, things should be gradients
- as concrete as possible
- smart entities
- hierarchical state machines are probably the way to go for AI
- gui + interactivity
- kind of bundled into one. a goal for this project is avoiding overwhelming, confusing UI in other sandbox games like dwarf fortress, factorio, even minecraft's ui can be confusing at times
- this means minimalism, but not hiding information
- a factor in game design decisions should be avoiding the need for a new menu or UI element in the first place
- a big part of the game I'm envisioning is AI which can interact with the world in the same way the player can, and vice versa
- this means believable, well-defined, predictable, interesting systems
- this also means actions need to take place visually, within the world, rather than inside a GUI
- this is a second priority because I want to create a convincing world before all else.
- kind of bundled into one. a goal for this project is avoiding overwhelming, confusing UI in other sandbox games like dwarf fortress, factorio, even minecraft's ui can be confusing at times
- animation FSMs
- ramps redo
- IDEA: use 2 parameters, 6-way direction (one of -x, +x, ... +z) and 4 corners values in range [0.0, 1.0]. then you can check bbox collide and LERP entity position to determine collision!
- art for this is problematic, solve art issue before implementing
- 'knowledge and skill' system rather than some kind of tech tree
- reading books, observing someone complete a task, being taught, etc. will give you knowledge in a task
- reputation and impressions instead of directly choosing roles
- NPCs remember how you have interacted in the past
- how you present yourself has an impact on how you are viewed by NPCs