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License: GNU General Public License v3.0
My entry in the 2017 Seven Day Roguelike Challenge
License: GNU General Public License v3.0
Layout the general look of the game window.
World is visible within line of sight in main window.
Map view shows all visited areas statically.
Escape should bring up the pause menu
Q - Quit
ESC - Back to game
Remove all debug output
Escape should bring up the pause menu
Q - Quit
ESC - Back to game
something up with the fog of war on the map view...
Running into the land should damage the ship based on speed
Do damage to crew, hull, and sails
Approach a ship to board / battle the captain (take the ship if you win)
Get far enough away to exit battle
At least for battle mode, but ideally all throughout
Sailing:
Main City:
Tavern:
General store:
Shipyard:
Battle
When bearing < 90 or > 270, the ship should face right.
Randomly generate News at cities.
Learn of news from captains leaving cities, or in taverns
When morale is low, crew should leave, when you get to a city.
Make the player choose a starting port.
Drop some story.
News should spread to neighbour cities. Captains must also carry news around.
Generate interesting landmasses surrounded by water.
Distribute Cities(#), Towns(%), and Villages(^) along coastlines.
When a ship has a heading of 270, the firing cone off the port side gets truncated at 0.
Lots happens in the cities, I should really add a message scroller to tell when buying/selling/hiring/repairing fails/succeeds.
Could use one in the main window, too (and likely the battle view... Might as well just extend the screen size down a ways, and use the bottom real estate.
Player / Pirates / Passing ships
There's a buggy section of the map (present in the log book view, unconfirmed in game view), bottom-right corner. A variable number of cells appear to be False.
Little things.
Some cities get stuck on diagonal waterways, and are inescapable/unreachable.
when path finding for city placement, leave out diagonals
Get some swashbucklin music rockin:
Skills, and rep must increase.
Nav - captain's days at sea
Gun - successful battles
Charisma - maybe scrap, for rep...
Wind Speed / Direction
Ship heading control
Ship sail level control
Enter cities when reaching a port tile
Dock(exit city)
General Store (buy provisions)
Tavern (Hire crew, Buy drinks)
Consolate (Get contracts)
Shipyard (Repair ship, Buy Ammo/new ships)
Brothel (Increase morale)
Address all TODOs
Only show entities withing the player's line of sight (based on their navigation skill).
Apply fog of war over game map.
Properties:
Ship Types:
Type | Speed | Turn | Guns | Min Crew | Max Crew | Size | Price |
---|---|---|---|---|---|---|---|
Ship o'th' Line | 50 | 60 | 50 | 30 | 200 | 750 | 20000 |
Galleon | 50 | 50 | 40 | 30 | 200 | 650 | 15000 |
Brig | 90 | 70 | 32 | 25 | 150 | 550 | 10000 |
Brigantine | 120 | 80 | 16 | 25 | 125 | 500 | 8000 |
Frigate | 90 | 85 | 24 | 20 | 50 | 300 | 5000 |
Clipper | 160 | 90 | 16 | 20 | 45 | 250 | 3000 |
Schooner | 150 | 100 | 12 | 15 | 30 | 150 | 1000 |
Sloop | 100 | 100 | 10 | 5 | 20 | 150 | 500 |
Caravel | 80 | 100 | 8 | 5 | 15 | 100 | 450 |
Model the passage of time.
Display current date/time.
Create Factions:
Properties
Heading and sail values are reset when leaving a port, but the ui is not refreshed.
Show cursor (mapX, mapY) in map view. Display info about cities under cursor
Properties:
Have a separate, highlighted area showing your score, so you don't have to go find it in the list
Add a credits screen at end of game, loop back to splash state
Probably should've had a ticket for this all along. :/
Display a low opacity overlay around cities, showing their fovRadius
Player must buy a ship to start off.
If player has a ship, sell it for what it's worth.
Splash -> Menu -> generate -> play -> death/retire -> High Score -> Menu
so, need:
Periodically generate other ships for each faction.
Regular ships start at a given city and navigate to a target city (or die along the way).
Pirates meander around a given city
Crew must eat
Crew must drink rum
Morale decreases slowly based on time at sea
Other ships must have goals
Periodically, generate news at each city
Captains leaving a given city, leave with the news of that city, meet them at sea to learn it, or gather it in taverns.
Pirates, when they see the player, should start pathing to the player
Create a simple REST server to store/retrieve high scores from.
Score will just be a name: score pair.
Score will be a captain's "value" at their death. Gold + value of ship + all goods + some value per crew member
Populate/update all the ship / captatin stats on the main game window
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