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View Code? Open in Web Editor NEWMedieval simulation/city builder game for the browser.
Home Page: https://kingdomarchitect.netlify.app
License: MIT License
Medieval simulation/city builder game for the browser.
Home Page: https://kingdomarchitect.netlify.app
License: MIT License
The state of components and the world should be persistent in-case of accidentally closing the tab. This changes the goals of the project slightly, but I think the user experience is better and there game would still only be local and singular.
To search for child view and allow updating them there should be some sort of findView
function. It should accept both looking for the first hit on an id or type.
The farm "building" should slowly grow and produce food if harvested, an action that should be available if the food is finished grown.
Finish the night and day system. Spawn mobs at night.
During layout the action bar should check for available space and collapse the right items first then the left items if there is still not enough space for all the item. The collapsed items should be positioned out vertically.
It should be possible to build roads, these will cost less energy to use and also look nice
The UIBookLayout should support smaller screens. There should be space for optional tabs and the first page. Once something selected on the first tab it should be translated to show the second details page.
Gives unlimited contrains in the scroll direction. Will support scrolling with up and down buttons and translates the content half a viewport for each scroll action.
The amount of adjacent trees defines a volume/forrest. Animals will be spawned from groups of trees.
If a build causes an actor to be on the same tile, it should be shunted or nudged out to an adjacent free tile.
For example windmills to give boost to food, baker to make bread, blacksmith to produce swords.
A building that can be opened and closed, requires an actor to open and close
Change the graph used for pathfinding to be built lazily. Should improve performance to avoid creating and iterating over the whole world if the result is very localised.
If the only way from A to B is through an adjacent actor, there should be a resolution logic to how moves out of the way.
There should also be a framework/test harness to test these cases.
The windmill should have an animated spinning. The animation is present in the spritesheet
Finish the skill system and generate a random skill tree for each actor
Implement stats for actors and a state for showing it
A boost to attack will be given for actors on top of walls. This is only applicable for ranged attacks but are still given for melee.
The correct sprite should be used based on adjacent walls
If the pathfinding target is surrounded the entity should start destroying other entities in the way to create a path
Remove the current sprite and image rendering code and change to generate sprite definitions for the spritesheets generated based on assets.
A stone/mine should be the second tile to be unlocked
Avoid needing to unselect to select a new item. Either support changing selection or push a new selection if there is no tap handled by the selection state.
all actors have energy that is used for movement and working. Energy can be regained by consuming food from a baker, goat or farm
The current job of an actor should be shown on selection and able to be cancelled.
The entities that are used for npc's (Mage, Knight, worker and Archer) should be renamed to actors to avoid confusion on the entitiy itself and the skill category a.k.a productivity.
Set the ability to spawn mobs at night and spawn the first one on the third tile unlock
Add the ability for actors to attack mobs and for mobs to be agressive against actors.
Equiping and un-equipping should be possible for the actor selection state
Complete the implementation of navigating the ui with a keyboard
All states should have icons
if the text to be shown in a uIText
does not fit and the requested uiSize
is not wrapUiSize
we should attempt to wrap the text.
Based on the total measured size and available size split the string across lines.
All farms adjacent to a windmill should get a growing bonus
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