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