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Roadmap

This list here is non-exhaustive, but also non-declarative planning for features.

Nearest todo

  • 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?)
    • 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)
    • 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
    • Other
      • fix palette issue
      • check optionality of data (both in Tiled exporter and OL's importer)
  • 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 -> B pairs)
        • will be super useful for future landmass tileset?
    • deAI current plugin for god's sake
      • fix negative moves

0.1.0

  • 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 deforestation does for landscape (repair data?)
    • showcase? make a way for in-game placement of location on map
  • 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)
  • 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

0.2.0

  • More tiles
    • Natural
      • rivers
    • Features
      • bridges
  • Expanding tile data (.oldata) with more base info?

0.?

  • 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))