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explore-game's Issues

Rework neighbour influence on height

Two neighbouring mountains among forest still goes to minimum height at the edge

  • Track edges rather than corners for neighbours
  • When calculating height base/amp consider 12 points rather than 6 (corners and edges)
  • Corners like now are the minimum of the two connecting edges

Revisit game actions design

Should clearly model an "active" action that's animating.
Is the queue really needed?
Is actions as a standalone entity a useful way of thinking about it?

Action economy

Figure out actions and movement

  • Is moving and actions separate?
  • How many actions per turn
  • In camp vs out of camp actions

Replace party indicator with little guys on map

Each character is represented my some entity on the map. Could be a basic square to start with

  • Probably needs #59
  • Ponder interaction, now that the on map representation is smaller, maybe clicking a zone should select the party
    • Right click to move?
  • Would be neat if the characters could animate into a jRPG style run of running in a line
  • When idle characters are positioned in roughly a circle
  • What to do with map decorations like trees?

Add load grid variant that accepts context

Like how there is DumpWith that can customise the printing there should be a LoadWith that allows for more complex loading than TryFrom<char>

Needed to move terrain defs to data file #200

Map pin for points of interest

Scaling tent and other things to the map makes them harder to find.

Add a "map pin" that pops up at suitable times like above some zoom threshold. Should be a billboard style thing, maybe a simple mesh or just a texture quad.

Should apply for portal, camp, party and maybe resources

What to do with things at same location?

Manage groups and camps

It should be possible to

  • Split the party (:scream_cat:)
  • Merge the party groups together
  • Move a character from one party to another
    • Split followed by merge will probably have to do
  • Create or split party from camp (without breaking camp)

Rotate texture right way around

The textures of the tiles are rotated 90 degrees and look very weird now that there's some actual art on them.

Note, I think the entire grid is rotated so that hex Q-coord is actually Y but then the camera is rotated again ๐Ÿคฏ

Check failed map generation

seed AEPBR7MIC6W42T5K7VZQ

fails with

thread 'main' panicked at 'assertion failed: !last_rejected.contains(&last_tile)', src/wfc/generator.rs:108:9

WFC Improvements

Notes for further improvement to WFC performance

  • When propagate reduces alternatives to 0 bail early and don't collapse current cell
    • Break propagate loop early
    • Avoid recomputing alternatives in next step iteration
  • Allow rewind to apply to multiple steps at once if alternatives after reject is reduced to 0
    • With the rewinds over multiple steps the alternatives of neighbours gets recomputed additional times

Supplies and crystals that can be looted

As part of map generation scatter some supplies and crystal around the map.

Party should be able to pick up and carry both around. Use supplies to set up camp or upgrade existing camp, crystals can be stored in camp and act as victory points.

Key bindings for action buttons

Add key bindings for the various action buttons in the shell.

Can probably be plumbed through the ActionState of input.rs to share the actual implementations.

Avoid tent clipping through trees

Also scale of tent looks weird next to trees, absolute realism not the goal but somewhat in scale would be nice.

Some ideas:

  • Reserve spot when generating trees
  • Hide clipping trees when spawning tent mesh

Should position of tent also be randomised or always centre?

Better way of getting component data to shader

Current method of having a system that copies changes to game components to the material feels a bit hacky

I have no clue what a UniformComponentPlugin is but it sounds kinda about right

Replace Offset component with child entity

Rather than having multiple systems aware of the custom Offset component use a nested structure of entities where the mesh is in a child with the offset encoded as the transform.

This needs some alternative to current Bundle based prefabs as they can not specify children

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