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stashpile2

second time's the charm... this time in 3D!

needs to complete MVP:

  • tiles!
  • 3d!
  • OrbitController.js (it's pretty amazing!)
  • tile onHover information! (mouse raycast -> tile index, currently part of debugUI)
  • player (placeholder + positioning on world)
  • movement controls (moves player avatar & OrbitControl camera + OrbitControl target)
  • trees
  • actions ( chop tree, grab wood... etc)
    • chop ( also butcher) + direction key
    • drop + direction (dd = drop center tile)
    • movement (hjkl + yubn (diagonals))
    • grab + direction (gg = grab center tile)
  • inventory (requires simple half world render / half menu area)
  • simple vision system (blocked by trees)
  • game time ticks (actions take ticks, movement is an action)
    • 1 tile = 1 meters?
    • 200 ticks = 1 second? (17280000 = 1 day)
    • basic move (brisk pace, average fitness... etc) 140 ticks?
    • sprinting as fast as possible = 30 ticks?, if speed is <=15 ticks per tile, you're superhuman (but you run out of breath in ~8 to 10 seconds, so roughly 1600 ticks, superhuman stamina >= 1600 ticks)
    • broken leg = +200% tick modifier? ()... etc
    • heal 1 health every 720000 ticks?, holding medkit allows healing to full... etc (balance)
  • simple stats (health 0 = you die...)
    • in real life 2 days without water or 60 days without food = death
      • progressively get worse ailments * ( ticks_since_last_drink / 34560000), where you collapse & die at 34560000 ticks (2 days)
    • if full health = 100 points, then lose 1 every
      • ailments * (ticks_since_last_food / 1036800000)
  • some sort of challenge / enemy?

future 'full(er) game experience':

  • more complex actions
    • use + direction (ee = center tile, i = inventory)
    • inventory show / list inventory (+ allow actions from item)
    • . = wait 100 ticks
    • sleep
    • fire (equipped ranged weapon / throw)
  • more complex wound system (health loss is 'per wound', and wounds can heal in parallel, variable wound types...)
    • 100 health 'points' is just for 'overal health', sustaining different wound types (or just 1 really bad one) can take you to 0.
  • more complex vision system (camera at player view tile, render objects + count red pixels)
  • complex targeting & hit system (camera at origin, render facing target, target material red, count red pixels)
  • smell system (are there even enemies that smell you?)
  • sound / noise system (actions & other things generate noise)
  • height? ( tile volume or tile height?, tile volume would be cooler... & respects the 3d choice better)
  • textures & lighting
  • building / crafting?... content creation can of worms!
  • lore... (can of worms!)
  • stats, skills, experience, mutations... etc (can of worms!)

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second time's the charm... this time in 3D!

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