7DRL2015/TODO.txt

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