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todo.txt
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BUGS
GENERAL
drop position for wood (from trees)
drop position for loot (from animals)
normal distribution for multiple item drops (for loot from animals)
scroll quicker when more zoomed out
bunnies missing!!
GENERATION
sizes of oceans and continents don't add up to WORLD_SIZE!!
STRUCTURES
inventories are shared
building structures shouldn't require all the materials in the inventory at once
INVENTORY
inventory columns/rows (when many item types in inv)
IDEA: page system when too many item types
DRAWING TO SCREEN
debug hud size consistency when zooming (for chunk borders and numbers)
person walking animation continues when player presses esc while walking
wrap item border around item instead of square
pixel of light on far right of sreen when fully zoomed in
crafting and struct HUD locations
IDEA: crafting tab where inventory is, struct/build HUDs in constant location
animation to fires
PRIORITY FEATURES (vaguely in order)
berry bushes
eating food
sticks from trees/logs?
wolves
PERSON AI
knowledge system (for handing what automated tasks are unlocked)
must do something as a person to unlock
people automatically forage/hunt
person reproduction
sleep at night?
regens health?
more items
bow and arrows
torches
spear?
pickaxe
ENVIR/ECOSYSTEM
background objects
biome generation for tree/object distribution
background reproduction for trees and animals
other types of minerals from boulders (coal, flint)
sky changing colors with time
transition in/out of buildings?
craft desks, beds, chairs, etc.
FEATURES TO ADD
GENERAL
create/destroy objects based on REDNER_DISTANCE (for data leakage!)
death for animals
respawning
expansion of camp/cities
knowledge system for crafting recipes per individual?
saving and loading
lighting/brightness system
PEOPLE
attacking
dropping and using inventory items
sleeping?
tiredness?
sleeping/tiredness to heal health?
temperments? (personality stats controlling social behavior)
other cavemen camps
other delevoped societies
clothes by profession/social status
defend themselves from attacks (from player or animals)
flee from attacks
STORY
ruins of ancient civs
desert pyrimids
jungle temple
ITEMS
held item durability?
make trees drop more than one wood
animal item drops
specific items
torches
spear
bow
pickaxe
PLANTS AND ANIMALS
plants
berry bushes
berries can be picked and eaten
mushrooms
mushrooms decompose wood
animals
animals sleep at night
deer
deer defend themselves?
wolves
wolves attack
wolves hunt in packs
bears
bears hibernate in winter
squirels?
birds (just background?)
REPRODUCTION
animal reproduction
person reproduction
tree reproduction
IDEA: use background layers as "off screen" members of the popluation
(e.g., only 1/4th 1/5th of population can acually be interacted with, others
appear in background)
ART AND ANIMATION
using item animations
animal/person death animations
tree falling animation
racial variation by continent
WORLD GEN
world gen (biome selection for chunks)
background (trees, rocks, mountains, hills)
tiles for ground
biomes
desert
cactus
jungle
plains
mountain
ocean
bamboo forest
bamboo
village/town
city
rivers
cliffs?
TIME
weather
sky color for day/night cycle
seasons
vary day length with latitude
IDEA: use latitude for x position, day length affected by latitude
moon phases
tides?
MENUS
start menu
pause menu
controls
sound settings
SOUND
ambient music
birds (owls, chirping)
idle sounds
walking/running sounds
death sounds
hurt sounds
eating sounds
rain sounds
specific animal sounds (growling, nieghing, etc.)
REACH FEATURES
weather events
lighting
forest fires
extreme wind (tornados?)
tech upgrade system (metal, electronics)
space travel
other planets
planet positions determine spawn traits for people (and animals?)
crystal technology
planes
vertical exploration
submarines
climbing mountains
caves
climbing trees?
charms with magic abilites (subtle)
civilisation view (upgrade of scrolling)
manage government structures and priorities instead of small groups of people
cities instead of villages/towns
currency
person traits (affected by genetics, society, and planets?)
creativity
affects ability to craft new items? (new items depend on society)
prob to be artist (musician, ect.) in later stages of civilisation?
strength
depends on food quality?
affects stamina, attack speed, build speed
prob to be certain professions (e.g. lumberjack, construction worker)
polarity (self vs. other oriented)
prob to steal/kill?
prob to give food/items to others
depends on demands/policeis of society?
coups?
splits in society (and people the player can control)
depends on social heirarchies (and polarity?)
religion?