readme formatting

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StephenAdamson
2024-12-12 17:58:25 +00:00
parent 015d62fe2c
commit b1ec0a6e5b
+17 -1
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@@ -17,37 +17,46 @@ Work in progress.
- [ ] Generate heightmaps and elevation - [ ] Generate heightmaps and elevation
- [ ] Add water bodies and erosion effects - [ ] Add water bodies and erosion effects
- [ ] Apply biome-specific textures - [ ] Apply biome-specific textures
- [ ] Biome distribution - [ ] Biome distribution
- [ ] Define biome attributes (temperature, rainfall, etc.) - [ ] Define biome attributes (temperature, rainfall, etc.)
- [ ] Map biomes to regions based on attributes - [ ] Map biomes to regions based on attributes
- [ ] Add transitional zones between biomes - [ ] Add transitional zones between biomes
- [ ] Rivers, caves, and mountain ranges - [ ] Rivers, caves, and mountain ranges
- [ ] Implement river pathfinding algorithms - [ ] Implement river pathfinding algorithms
- [ ] Procedurally carve cave networks - [ ] Procedurally carve cave networks
- [ ] Generate mountain chains with fractal noise - [ ] Generate mountain chains with fractal noise
- [ ] Resource management - [ ] Resource management
- [ ] Gathering raw materials - [ ] Gathering raw materials
- [ ] Implement tree-cutting and stone-mining mechanics - [ ] Implement tree-cutting and stone-mining mechanics
- [ ] Add dynamic replenishment or exhaustion of resources - [ ] Add dynamic replenishment or exhaustion of resources
- [ ] Stockpile mechanics - [ ] Stockpile mechanics
- [ ] Create system for defining and assigning stockpiles - [ ] Create system for defining and assigning stockpiles
- [ ] Optimize pathfinding for resource transport - [ ] Optimize pathfinding for resource transport
- [ ] Crafting items and tools - [ ] Crafting items and tools
- [ ] Develop crafting recipes and progression - [ ] Develop crafting recipes and progression
- [ ] Add tools with different qualities and effects - [ ] Add tools with different qualities and effects
- [ ] Colony simulation - [ ] Colony simulation
- [ ] Individual dwarves with unique traits - [ ] Individual dwarves with unique traits
- [ ] Generate personality traits and preferences - [ ] Generate personality traits and preferences
- [ ] Assign skill proficiencies and growth over time - [ ] Assign skill proficiencies and growth over time
- [ ] Needs and mood systems - [ ] Needs and mood systems
- [ ] Model basic needs (hunger, thirst, rest) - [ ] Model basic needs (hunger, thirst, rest)
- [ ] Implement mood modifiers and stress responses - [ ] Implement mood modifiers and stress responses
- [ ] Job assignment and task automation - [ ] Job assignment and task automation
- [ ] Create task queue and priority system - [ ] Create task queue and priority system
- [ ] Enable task reassignment dynamically - [ ] Enable task reassignment dynamically
### Gameplay Mechanics ### Gameplay Mechanics
- [ ] Building and construction - [ ] Building and construction
- [ ] Rooms, workshops, and fortifications - [ ] Rooms, workshops, and fortifications
@@ -55,6 +64,7 @@ Work in progress.
- [ ] Implement structural stability checks - [ ] Implement structural stability checks
- [ ] Mining and digging mechanics - [ ] Mining and digging mechanics
- [ ] Combat and defense - [ ] Combat and defense
- [ ] Squad management - [ ] Squad management
- [ ] Develop squad formation and control UI - [ ] Develop squad formation and control UI
@@ -66,6 +76,7 @@ Work in progress.
- [ ] Add trap-building interface - [ ] Add trap-building interface
- [ ] Implement trigger mechanisms and consequences - [ ] Implement trigger mechanisms and consequences
- [ ] Economy and trade (possible) - [ ] Economy and trade (possible)
- [ ] Trading with caravans - [ ] Trading with caravans
- [ ] Generate trading caravans based on world events - [ ] Generate trading caravans based on world events
@@ -74,21 +85,26 @@ Work in progress.
- [ ] Track wealth and its effects on game dynamics - [ ] Track wealth and its effects on game dynamics
- [ ] Introduce theft and economic threats - [ ] Introduce theft and economic threats
### Procedural Storytelling ### Procedural Storytelling
- [ ] Historical world-building - [ ] Historical world-building
- [ ] Generate civilizations, leaders, and conflicts - [ ] Generate civilizations, leaders, and conflicts
- [ ] Assign dynamic histories to regions and NPCs - [ ] Assign dynamic histories to regions and NPCs
- [ ] Model geopolitical relationships - [ ] Model geopolitical relationships
- [ ] Persistent world history - [ ] Persistent world history
- [ ] Save and load historical data across game sessions - [ ] Save and load historical data across game sessions
- [ ] Link events and characters to history dynamically - [ ] Link events and characters to history dynamically
- [ ] Events and narratives - [ ] Events and narratives
- [ ] Random and scripted events - [ ] Random and scripted events
- [ ] Add contextual random events (e.g., resource scarcity, rival factions) - [ ] Add contextual random events (e.g., resource scarcity, rival factions)
- [ ]
### User Interface ### User Interface
- [ ] Visual grid-based interface - [ ] Visual grid-based interface
- [ ] Add visual overlays for resources, paths, and zones - [ ] Add visual overlays for resources, paths, and zones
- [ ] Keyboard and mouse input - [ ] Keyboard and mouse input
## Roadmap ## Roadmap