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FEATURES.md

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Features are only implemented once they have a version number

Bugs go to http://github.com/TomK32/APRI50/issues/

UI

  • Main menu with a dynamic map as background
  • Help screen

Gameplay

  • [0.3] Player.resources (metal, energy, water, biomass)
  • [0.3] Placing evokit costs resources (1 each) (dropped in 0.4)
  • Harvest to replentish resources
  • Loose condition when out of resources and actors (colonists)
  • Continuous terraforming?
  • [postponed] Stefan's Doomsday mode! Destroy all teh urfs!
  • Separate save-games for map and expedition team (plus the colonyship), allowing to play with two expeditions on a shared map.
  • Gamepad support

GamePlay: Colonists

  • [0.4] Static landing craft (Base 1)
  • [0.4] Colonists with moving, controllable entities
  • [0.4] Plant EvoKit where colonist stands
  • [0.4] Switch between colonists (0-9)
  • [0.4] EvoKit storage at base
  • [0.4] Inventory for each colonist
  • [0.4] OxygenTanks for each colonist
  • [0.4] Oxygen generator
  • [0.4] exchange inventory items with other inventory nearby (base and other colonists)
  • [0.4] Basic prospecting of map chunks to see what resources are there
  • [0.4] Workshop for mutating your EvoKits
  • [soon] Buildings (habitat, utilities, workshop, garden)
  • [0.4] Workshop that processes recipes (e.g. for athmosphere or evo kits, build other units)
    • Evo Kit factory
  • [0.4] Vehicles (extending Actor, car-controls)
  • [0.4] Factory with recipe selection screen
  • [0.4] Miner machine
  • [soon] Cats
  • [0.4] Confirmation dialog when placing an evolution kit
  • [0.4] Show map/chunk details in dialog when placing an evolution kit
  • Recharge OxygenTank when placed in a OxygenGenerator output field
  • Automatically recharge OxygenTank when close to a generator
  • Colonist Leader
  • Athmospheric bubbles with breathable or toxic athmosphere
  • Tools, small machines
  • Job lists
  • Exhaustion and rest
  • Medium level prospecting with a tool
  • Advanced level prospecting with an automatic machine
  • Flood water from one center onto others, forming larger lakes

Map and environment

  • [0.3] Change grid to graph by porting mapgen2
  • [0.4] Scrollable
  • [0.4] Suns lightens the polygons
  • [0.4] Improved sunshine
  • [0.4] Matter (used for liquids, minerals)
  • [0.4] Water sources
  • [0.4] Streams (following downslope)
  • [0.4] Lakes (also moisturing neighbors)
  • [0.4] Store dynamically generated elements (like trees) as images or animations
  • [0.4] Athmosphere (CO, CO2, N2, O2, ...)
    • earth is 78% N2, 21% O2, 0.9% Ar, 0.0397% CO2 and 0.001% to 5% H20
    • mars is 96.0% CO2, 2.1% Ar, 1.9% N2, 0.145% O2, 0.056% CO
    • [0.4] a machine to consume and create certain elements and add them to the atmosphere
    • daily log of the composition
    • chart
  • [0.4] Minerals in (almost) all the map chunks
  • [0.4] Raise and lower terrain (d and u)
  • [0.4] Contourlines to indicate slopes and valleys
  • [0.4] Replace randomized points with grid that's been slightly randomize, for now.
  • Energy (generator and distribution, store it in inventories or directly on entities)
  • River object to draw bezier curves rather than lines from center to center
  • [soon] Place cliffs and rocks where the land is very steep
  • Vehicles leaving tracks
  • View mode: Colour polygons depending on height
  • Don't always show minerals on the surface, makes prospecting more important
  • Put notes, landmarks and drawings (all on a sign) on the map
  • Generate new map chunks during exploration
  • Collision detection and callbacks
  • Select entities by clicking on them (either to move or in case of static ones show the inventory exchange)
  • Temperature
  • Clouds
  • Rain (water, acid, snow)

EvolutionKits

  • Move from chunk to center, use parent in the extensions
  • Water source for moisture, rivers, and lakes
  • Consuming: How good is it at absorbing the ground
  • [0.3] Place and apply to Chunk
  • Hardening:
    • [0.1] Rock, harder to transform
    • More precious when harvesting the tile
  • [0.1] Flora
    • [0.4] Grass
    • [0.4] Trees (with L-System)
    • [0.4] Growing over time
    • [0.4] Slight colour variation
    • [0.4] Spawn plants when placed on map
    • Use a generator to make the l-system rules
    • Crops
    • [0.4] Flowers
    • Self-propagating plants
  • Fauna
    • Bacteria
    • Re-apply for higher cells, upto animals
    • [active] Butterflies!

Sound

  • Soundscape
    • Change with map: Water on the map => water music
  • FX: When placing EvoKit and when it finishes
  • FX: Colonist in danger
  • FX: Chunk prospected and found something

Mods