This list here is non-exhaustive, but also non-declarative planning for features.
- CODE
- Roads
- improvement to performance
- use of threadpools
- data check by chunks, with smart system going outwards from chunk player spawn in
- checks for placement and potential routes (roads should not always go in all 8 directions, see mountains or bridges?)
- improvement to performance
- GUI
- fix Nico's GUI text size
- create proper theme with custom colours
- Entities moving
- make list of entities on particular tile and let player select entity
- when selected, let player move the entity and show the "path" with cost per tile
(and summed up)
- make movement "accumulate" travel points and let this reset only after travel is done (meaning if you change route during travel, it would keep the progress)
- Locations
- make locations' ownership binding possible on factions' file (also via Tiled)
- colours could be inherited from banners, randomised, or custom - in the last case however we would need to make them work with palette registry and make a way for OL to know what index to point at (see #6 GH's issue that has similar concern re: colours)
- make locations' ownership binding possible on factions' file (also via Tiled)
- Settlements
- list of resources in the particular tile/settlement, with amounts
- Emscripten pipeline to support Linux/MacOS?
- Factions
- button to special mode where it would show faction alignment through colours
- colours would need to be a part of palette somehow
- button to special mode where it would show faction alignment through colours
- Other
- fix palette issue
- check optionality of data (both in Tiled exporter and OL's importer)
- Roads
- TILESETS
- more regular textured tiles (actual meadow, trees v2, grass?, singular tree?)
- mountains & cliffs
- hill type following these?
- more vanilla regions
- split off PTR map at that point (and include PTR regions then!)
- TILED INTEGRATION & TOOLING
- plugin for specific shifting
- single ID shift (e.g. 5 -> 30)
- useful for changes like moving that dumb rock
- mass ID shift (.toml file with
A -> Bpairs)- will be super useful for future landmass tileset?
- single ID shift (e.g. 5 -> 30)
- deAI current plugin for god's sake
- fix negative moves
- plugin for specific shifting
- Locations (only the ones that can easily have no assignment, e.g. forts)
- A way to build empty forts to showcase structure & tie them to permanent map data
- Route mode should be turned into architecture mode?
- ...if we set kingdom struct, we may go with assignments even, dunno
- TODO: Make something to indicate their type (e.g. if it's fort or something else) and how
this reflects further relation (e.g. how ruined fort is connected to fort)
- probably should work like
deforestationdoes for landscape (repairdata?)
- probably should work like
- showcase? make a way for in-game placement of location on map
- A way to build empty forts to showcase structure & tie them to permanent map data
- Settlements system added
- There should be a button "create settlement" that is enabled:
- when you don't have any settlements as a kingdom
- when you highlighted settler
- ...depending on option above, you'd be able to pick any area, or one that settler stands on?
- optionally, you could be introduced to settler entity first and do initial settlement via settler (so the system is more coherent)
- There should be a button "create settlement" that is enabled:
- Save-wise (later) it would make sense to keep names of tilesets in Map struct
- Making sure .oldata tiles can be skipped or not have a name
- More tiles
- Natural
- rivers
- Features
- bridges
- Natural
- Expanding tile data (.oldata) with more base info?
- Being able to dump Map object into file and load it afterwards (savegame)
- Scaling up? (60x60 tiles, 15x15 map view, x2 scale (the same system that showcases tile highlight))