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License: GNU General Public License v3.0
Tiny King
License: GNU General Public License v3.0
Should we charge people energy for moving between different tiles? And animate them moving around?
walk_to
with X/Y not just entityIdholder
and stockpile
components if possible.stockpile
'hold' the things that are in it.Currently thinking PA/RimWorld style, with top down buildings and side-on characters.
make it obvious everything that they can do, and what that’ll do to their stats (eg, their spouse will lose relationship level, they’ll get more tired, etc. with a little pop up next to the workable)
Keep XY just in Spatial; rework all the lists of components grabbed for World (world can just be one thing now)
Start game with random seed, and knowing only the tiles 2 away from your starting position: which is the person closest to the center of the map. Remove all other characters from the 2 square radius.
plough field action which sets tasks for ploughing individual triangles on a field - there are 19 on a hex and covering with overlapping squares show lines is a nice touch. Should make person tired to plough.
Repro: create a field before an hour has passed.
Notes
Rather than try to construct balance via spreadsheets, how about teaching an AI to play the game and find loopholes, so I can balance it better?
Perhaps also experiment with tapping a character once to select, then tapping the action?
The addSelector isn't returning the same object because its computing a hash. Need to find a different way of doing it: types and components will have the same order, so I can get the component type from that without needing to pass it through the selector.
They still have tickable, for example.
Ordering the same recruitment or cutting down order will cause problems. Perhaps we de-dup the list whenever we add an order? Or take job removes all orders that are identical?
We are going to have to solve the pathfinding as some point. I'm thinking a navigational mesh which majors on the corners and edges of the tiles. Well trodden paths turn into dirt.
To do this properly requires us to choose an art style (see #4) and build a set of initial assets. To do that I need an artist, and I think I'd like to be further along before involving someone.
However, for now I can allow people to choose hair and skin colour I think, from our main palette.
Standard routines for people who do the same thing each day: perhaps as a tech unlock. Maybe needs someone to work in the palace as a scheduler.
One problem I have is that I’m not sure the game is much fun unless you have the ability to schedule. Dragging a load of characters all over the world gets quite old, although it’ll be better when I make the hit boxes more generous.
Perhaps it's always after I fast forward?
Each log cabin has two rooms, which can be used for sleeping (floor, max 4 people, until upgrades) OR stockpiles (max 6 items) at the moment (will eventually be labs, forges, etc).
Renderable has sprite/dim info, character has traits / chromasones
http://www.roguebasin.com/index.php?title=Syllable-based_name_generation
Starting point:
Implementation: do this as routines so that players can build their own in future
Would be quite interesting if we tried having the job queue only in people's minds... or written down on a notice board...
Initially, the job queue goes directly in the world rep. No assigning, just remove it.
Later, we'll have a way of doing a job be having the player delegate the job by telling someone to do it rather than doing it themselves...
Even later, we'll have a noticeboard where jobs are posted and people can take them from the board, or perhaps a campfire each night where they talk about the different jobs to be done the following day...
Finish code:
Implement more gameplay effects:
Might be easier to read and follow them.
I think I need to extend the new game process to include character choices:
people expect that kind of thing to greet them in a game like this, and it's a
first set of choices that people can take.
As part of this, I want to allow you to pick the type of neighbouring lands from the following list:
The game will give you pointers as to what kinds of combinations of people
you'll get because of these.
I'll then remove the other people from the world, and instead have different events
cause by a combination of the neighbouring areas to cause people to come in
with certain stories.
pointer-events
issue?Also render gfx objects to sprites - much better for draw calls.
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