formatting
This commit is contained in:
@@ -1,4 +1,4 @@
|
||||
# dorf
|
||||
# Dorf
|
||||
|
||||
This project is my way of learning Rust by recreating key aspects of Dwarf Fortress in Bevy. The aim is to build a feature-rich, procedurally generated simulation game, combining colony management, world-building, etc.
|
||||
|
||||
@@ -11,8 +11,10 @@ This project is my way of learning Rust by recreating key aspects of Dwarf Fortr
|
||||
Work in progress.
|
||||
|
||||
## Features
|
||||
|
||||
### Core Systems
|
||||
- [ ] Procedural world generation
|
||||
|
||||
#### Procedural World Generation
|
||||
- [ ] Terrain generation
|
||||
- [ ] Generate heightmaps and elevation
|
||||
- [ ] Add water bodies and erosion effects
|
||||
@@ -28,8 +30,7 @@ Work in progress.
|
||||
- [ ] Procedurally carve cave networks
|
||||
- [ ] Generate mountain chains with fractal noise
|
||||
|
||||
|
||||
- [ ] Resource management
|
||||
#### Resource Management
|
||||
- [ ] Gathering raw materials
|
||||
- [ ] Implement tree-cutting and stone-mining mechanics
|
||||
- [ ] Add dynamic replenishment or exhaustion of resources
|
||||
@@ -42,8 +43,7 @@ Work in progress.
|
||||
- [ ] Develop crafting recipes and progression
|
||||
- [ ] Add tools with different qualities and effects
|
||||
|
||||
|
||||
- [ ] Colony simulation
|
||||
#### Colony Simulation
|
||||
- [ ] Individual dwarves with unique traits
|
||||
- [ ] Generate personality traits and preferences
|
||||
- [ ] Assign skill proficiencies and growth over time
|
||||
@@ -56,38 +56,40 @@ Work in progress.
|
||||
- [ ] Create task queue and priority system
|
||||
- [ ] Enable task reassignment dynamically
|
||||
|
||||
|
||||
### Gameplay Mechanics
|
||||
- [ ] Building and construction
|
||||
|
||||
#### Building and Construction
|
||||
- [ ] Rooms, workshops, and fortifications
|
||||
- [ ] Design grid-based construction system
|
||||
- [ ] Implement structural stability checks
|
||||
|
||||
- [ ] Mining and digging mechanics
|
||||
|
||||
|
||||
- [ ] Combat and defense
|
||||
#### Combat and Defense
|
||||
- [ ] Squad management
|
||||
- [ ] Develop squad formation and control UI
|
||||
- [ ] Assign weapons and defensive equipment
|
||||
|
||||
- [ ] Enemy invasions
|
||||
- [ ] Generate enemy waves with scaling difficulty
|
||||
- [ ] Simulate AI pathfinding and strategies
|
||||
|
||||
- [ ] Traps and defenses
|
||||
- [ ] Add trap-building interface
|
||||
- [ ] Implement trigger mechanisms and consequences
|
||||
|
||||
|
||||
- [ ] Economy and trade (possible)
|
||||
#### Economy and Trade (Possible)
|
||||
- [ ] Trading with caravans
|
||||
- [ ] Generate trading caravans based on world events
|
||||
- [ ] Add barter or currency-based exchange
|
||||
|
||||
- [ ] Currency and wealth system
|
||||
- [ ] Track wealth and its effects on game dynamics
|
||||
- [ ] Introduce theft and economic threats
|
||||
|
||||
|
||||
### Procedural Storytelling
|
||||
- [ ] Historical world-building
|
||||
|
||||
#### Historical World-Building
|
||||
- [ ] Generate civilizations, leaders, and conflicts
|
||||
- [ ] Assign dynamic histories to regions and NPCs
|
||||
- [ ] Model geopolitical relationships
|
||||
@@ -96,11 +98,10 @@ Work in progress.
|
||||
- [ ] Save and load historical data across game sessions
|
||||
- [ ] Link events and characters to history dynamically
|
||||
|
||||
- [ ] Events and narratives
|
||||
#### 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
|
||||
|
||||
Reference in New Issue
Block a user