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)
- in real life 2 days without water or 60 days without food = death
- 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!)