40 lines
1.5 KiB
Plaintext
40 lines
1.5 KiB
Plaintext
1. Figure out Controller interface (should Ai be a part of QMap? GameState?
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How does it control the Things? 1 Controller per, or a larger Controller?)
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2. Get QMap defined with Tiles
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3. Get Spritesheet Texture shader working
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4. Get Tiles rendering
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5. Fully define Things and their sub-classes.
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6. Define PlayerController and connect it to Thing(s)
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1. Set up a basic AiController
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2. Connect Thing(s) to AiController(s)
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1. QMap load from proclib file
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2. Should QMap(s) be sub-classed to their areas as well?
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1. Basic GUI, sub-state of GameState that has onEvent, onProcess, and
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onRender, takes precedence over GameState
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2. Text notifications, using SDL_TTF + OpenGL Texture
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1. Implement all Thing(s)
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2. Implement abilities
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3. Implement Item(s)
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1. Implement each area, either sub-classing QMap or just having area requests
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2. Implement randomized spawning of Thing(s) for each QMap area.
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1. Implement end-game area
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2. Implement victory scenarios
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1. First path of AI is an A* generated navigation mesh
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- AI follows this path if target is a distance away greater than vision
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- Nodes are general distributed throughout the map
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- A node connects to other nodes via a range scan after mesh creation
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2. Second path, when in range, is direct A* pathing
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POINTLESS THINGS
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* Every Thing has its life recorded, from milliseconds in SDL.
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- On death, this value is converted into minutes and calculated into years
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- The time is shown
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