v0.1

  • Update win conditions to display the win screen when the Crime meter drops to 0 (thus bringing the Justice meter up to 100).
  • Normalize NPC generation (NPC generator/factory class maybe?) such that NPCs are created with random genders, with default jobs and then are assigned the mugger job
  • Create an addJob and removeJob function that will properly update game stats based on the type of job (thus when a mugger job is given to an NPC, it increments the criminal stat in the justice system, and when that job is removed, it decrements that stat)
  • Update mugger job so that they don’t rob the same person twice.
    • This means probably starting the memory mechanic for entities, and adding memories based on the people that they mug.
    • This would also be a good time to implement a way to visually indicate criminals who the player character witnesses commiting crimes (turns the foreground color red?)
  • Memory mechanic for NPCs and player (as stated above)
    • Memories should have an optional expiration date at which point they will ‘forget’ that memory
    • Memories should have a target, or ‘subject’ entity (if applicable)
    • Memories should probably be organized by type:
      • People
      • Places
      • Events
  • Reaction or ‘state’ check before performing normal jobs
    • This is mainly to support behavior for an NPC defending itself or running away if it is attacked
    • Could potentially be based off of a short term memory
    • States will need to have triggers (could potentially run off of the event emitter), targets, and actions associated with them, as well as a way of turning them off or changing states.

v0.0.9

  • Re-work play screen to include important player information along the side of the screen
  • Re-work NPCs to level up randomly assigning points to HERO System stats
  • UI tweaks to make for better spacing, text alignment and colors
  • Change win and lose screens to be different from the default ones from the tutorial

v0.0.8

  • Character creation screen for assigning preliminary experience points
  • Character info screen that shows stats and that will eventually show powers and skills
  • Updated level-up screen to accomodate new player stats

v0.0.7

  • Preliminary Justice System
    • Justice meter
    • Crime meter
    • Number of criminals meter
    • UI menu for viewing these things

v0.0.6

  • Minimap reflect current location of player by lot
  • Begin spawing of NPCs with a job of ‘mugger,’ that means they will hunt the player after 9pm and before 5am.
  • Revamp player statistics and mixins to support HERO System-like characteristics (not all, but some)

v0.0.5

  • Begin revamp of task system to start to support jobs
  • Begin time-system for tracking time of day
  • Add some additional stats to entities (though perhaps not the player) to track:
    • Hunger
    • Money
  • Base ‘Person’ entity

v0.0.4

  • Rooms for buildings. Need to develop good logic for placing them and drawing walls
  • Render lots with buildings – probably just cubes for right now, but they should be explorable with multiple z-levels
    • buildTiles method for generic buidling lots

v0.0.3

  • buildTiles method for road lots
    • Update road lots to include information upon creation about whether they are up-down roads or left-right roads
    • Need new tiles for asphault, painted stripes, sidewalk and concrete tiles
  • Buildings
    • Constructor object
    • Repository
    • Associate buildings with lots (will work on rendering buildings that are explorable in next version)
    • Generic building template
  • Additional tiles
    • Windows

v0.0.2

  • Add Lots method for generating tiles so that each lot contains logic for procedurally generating terrain
  • Modify Game.Tile to be a constructor for a repository so that some tiles (grass, for instance) can have random colors and characters associated with them upon creation
  • Convert game tiles to repository templates
  • Add a buildTiles method for empty lots that generates grass tiles.
  • Add a message log display that is seperate from the playScreen
  • Have displays take up 100% of whatever element they are in
  • Have displays resize appropriately when changing window sizes

v0.0.1

  • City overview generation
  • Basic city lot generation, no buildings or features yet.
  • Screen support for multiple displays
  • Ability for our player to walk around in a generated city stitched together from lots
  • Scraping out some residual mechanics from cave-quest
    • Remove hunger mechanic