Skip to content

nyxssmith/LamplighterGame

Repository files navigation

Lamplighter game

DIALOG

  • easy add lines and make dialog trees
  • generate dialog tree on the fly for squad join and leave

CONTROLS

  • 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")

Game Layout

Status's

  • * means implimented and working
  • resource cost n is TBD

Victory Conditions

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

Towns

Each has its own resource generation and economy

Can set the faction of all its residents when they move in/ generate

Professions

  • 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

Building List

  • 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 1.5 food resource per person working the farm, up to max of 3x1.5=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
  • 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
  • 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

TODO LIST

* = 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

About

No description, website, or topics provided.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Contributors 2

  •  
  •