Comments (2)
I think a shared queue is the way to go for now? New recruit action to target character - (auto-accept for now) who will then gain the jobs list in their planner. Perhaps the jobs list is a separate entity (or at least component) with an id to make this easier. We could use a sensor to copy the jobs over from there into the world, or allow direct lookup for simplicity (which means methods and primitive as need the state...?)
from tinyking.
Oooh - what about characters turning up with a backstory (attacked by robbers, lost orphans, simple farmsteaders), and have a conversation system triggered each time we recruit? That's a nice idea and speaks well to being all about the people... perhaps generate the people with these stories in the background, around the edges of the map. Also would be nice to have a conversation system like Sol Trader's...
from tinyking.
Related Issues (20)
- Try a real time version HOT 2
- Pathfinding HOT 7
- Distributed job queue in people's world reps
- eat and sleep HTN actions - make the day real-time to manage this.
- Rooms and stockpiles
- Plough field real time
- Click on house allows selection of rooms and people within it
- Render everything and cover with fog of war
- Make wearing also go to Center of start and end hex
- Outdoor stockpiles
- Page reloads just before eating on mobile safari HOT 1
- Handle lost WebGL context
- Conversations HOT 1
- If player is holding something perhaps drop it first before doing something else?
- Double order
- Still doesn't plan field straight away
- Customising the game and choosing your character HOT 3
- Build character customiser, with a pixi renderer in the window.
- Bug: PIXI interaction has rotted with latest version HOT 1
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from tinyking.