- easy add lines and make dialog trees
- generate dialog tree on the fly for squad join and leave
- wasd movement
- left shift sprint
- e interact
- q drop (if holding item)
- f swap hand and back items
- g swap hand and belt items
- ] switch timescale in .5 increments up to 10x speed
- scroll wheel or , . to zoom in/out the camera
- left click to use held item
- right click TODO (mybe make use belt item)
- walk into items to pick up / hold (if they are marked as "pickup")
Status's
*means implimented and working- resource cost
nis TBD
n can be user set, defaults to 5
must get n points to win points can come and go based on world status
points are calculated at the end of each day or when a vote is called
town having 3+ greater population than all other towns = 1 pt
- towns can start with different populations, some migth have an advantage to get to this
town mayor having ownership of a town (1 point each)
- game starts with all mayors/players having 1 point
- can get more points by taking over another town in any way
- can be bought out
- can be fighted out
- can be churched out (negotiate and put church in town)
- can be a trade partner and vote on which mayor is main one
town is voted as current capitol of the island = 1pt
- determined by town "score" which is made up of wealth and population and size
- every x days a town can pay to call a vote, this then picks the capitol (they can loose the vote)
town has 1 of all possible buildings built and worked in it = 1pt
- if town is on water, must have a dock
- if town is by mines, all mines must be worked
- must have alchemist
- must have blacksmith
- must have shop
- must have houses
- must have shops
town has trade route with 2 other towns = 1pt each
- if town a has route with b,c to get next point, must have routes with d,e
- some towns can start with a trade route as an advantage
town has monument built 1 point each
- monument is super expensive building that buffs all townsfolk in an area
town has most of a stat of all towns (1 point per two stats met) (.5 point per stat met, but 2.5 is rounded down to 2 points given)
- most mana in the world and magic buildings (floating lights built etc)
- most wealth in world (town has most gold)
- most ore
- most metal
- most wood
- most farms
Each has its own resource generation and economy
Can set the faction of all its residents when they move in/ generate
- Mayor
- is the player or npc owns a town, if dies title passes to another townsperson
- wanders the town center and is the leader to talk to
- Farmer
- Mans farms
- Woodcutter
- chops trees
- works lumbermill
- Blacksmith
- Works blacksmith
- Miner
- Works mines
- Gaurd
- Gaurds Posts
- Gaurds Traders
- Shopkeeper
- Works shops
- Trader
- Goes on trade routes
- Bandit
- Bandits shit
- Lampligher
- Lights roads
- Alchemist
- Works alchemist
- House
- Ideal state: 1 house per resident
- Cannot recruit new people to town unless houses > residents in the town
- If house is destroyed, residents will share
- Building costs:
- wood n
- stone n
- metal 1
- Farm
- Location for farmers to work
- Max 3 farmers per farm
- Makes
1.5food resource per person working the farm, up to max of3x1.5=4.5 - Food resource is required for a residents work to be done
- Residents will still work and act normally, but each needs 1 food per day do do work / work to be turned into resources at end of day
- Farms get priority for food resource > resources made conversion, then calculated for other buildings
- Farms cost 1 food to run, but if food = 0 they will still run
- Building costs:
- wood n
- Shop
- Location for Shopkeepers to work
- Makes money resource for the town per shop that is open
- Can buy town resources at shop for trade route
- Max 1 trade route per shop
- Generates up to 3 items depending on other buildings in town (if they are worked)
- Sells potions if potion maker in town
- Sells weapons if blacksmith in town
- Sells magic items if both alchmist and blacksmith in town
- Building costs:
- wood n
- metal 1
- Blacksmith
- Refines Ore resource into metal resouce
- If worked, allows shops to sell weapons and tools
- Building costs:
- stone n
- metal n
- Lumbermill
- Is worked by lumberjack
- Lumberjack will go cut tree, then return to mill to preduce 1 wood unit per day per lumberjack
- 2 Lumberjacks can work 1 lumbermill
- Building costs:
- stone n
- wood n
- metal n
- Is worked by lumberjack
- Alchomist
- Worked by alchomists
- If worked allows shops to sell potions
- Building costs:
- wood n
- stone n
- metal 1
- Mine
- Generates Stone and Ore resources
- 1:.25 ratio of stone to ore
- only 1 is produced per work unit, with 75% being stone, 25% being ore
- N miners can work the mine
- Each miner working generates 1 unit of work
- Has chance to injure miners per day
- Building costs:
- N/A cannot be built, all mines will be premade
- Generates Stone and Ore resources
- Warehouse (might skip it)
- Controlls the amount of each resource that at town can store
- Wood and food excess decay over time
- More can be built to increase town storage
- resource decay always the same
- only needs to be built more when generation is high enough
- Building costs:
- Wood n
- Stone n
- Lamplighter House
- Same building as house, but is home of existing lamplighters, spawns a new one if their owner is killed
- Ambient building
- Building costs:
- N/A All will be preplaced and cannot be deleted, as they are owned by lamplighters
- Guard Post
- Location that Guards can be assigned to
- When assigned they will wait there and be on lookout for enemies
- Building costs:
- wood n
- Fences and Walls
- Are barriers that cost wood to build
- Can be burnt down by bandit raids (walls harder to do so)
- Docks
- New characters arrive at docks and either go on thier own quests or join villages
- source of new residents
- Building costs TBD if allowed to be built
- Church
- can be visited to replenish mana
- Building costs:
- Wood n
* = started
- better dialog and HUD (add background to text)
- right click to use belt item
- quests for npcs to do complex tasks
- split charactercontroller tasks/professions into their own classes
- Shop dialog generation
- town resources*
- create all buildings in list
- split all building types into own classes from main building controller
- add more items
- make buildings "unlockable" in build tool instead of all available at start
- make the controls / key inputs configurable
- fix bugs with the entering town/switching characters
- do all TODO in the code
- raids on towns
- bandits on roads
- lampligher jobs based on quests