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:
- 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:
- 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
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