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i-have-a-plan-'s Introduction

Tasks for v0.1

  • Player
  • Characters
  • Buildings
  • Map
  • Dungeons
  • Enemies
  • Display


Classes

Player

  • Kingdom Level
  • Kingdom Happiness / Morale
  • Material Amount
  • Adventurer Limit
  • Current Quests
  • Day/Night Cycle using ticks
  • Treasury

Characters

  • Level
  • Class
Class Requirements
Vagrant None
Warrior Vagrant Lvl. 10
Priest Vagrant Lvl. 10
Thief Vagrant Lvl. 10
Mage Vagrant Lvl. 10
Ranger Vagrant Lvl. 10
  • Name
  • Stats
  • Happiness / Morale
  • Family
  • Gender?

Inventory

  • Equipment Slots
  • Inventory limit

NPC

  • Name
  • Gender?
  • House

Items

  • Type
  • Level Req.
  • Damage / Defence
  • Special Effect

Buildings

  • Building Limits
  • Investable?
  • Quest Unlockable
Building Type Description
Bakery Morale Boost this building boosts citizien Morale/Happiness
House Citiziens + Adventurers Small house generates family of 2
House+ Citiziens + Adventurers Medium house generates family of 4
House++ Citiziens + Adventurers Large house generates Family of 6
Guild Hall Adventurer Morale/Happiness Improves Adventurer Morale
Weapon Shop Adventurer Weapons Adventurers automatically gather better weapons with earned money
Armoury Adventurer Armour Adventurers automatically gather better armour with earned money
Accessory Shop Adventurer Accessories Adventurers automatically gather better accessories with earned money
Skill Training Class Skills Adventurers automatically buy skills as they hit reqs and have enough money

Quests

  • Difficulty
  • Destination
  • Events / Steps
Event Type Difficulty
Enemy Encounter Any
Find Item Any
Increase Exploration Any
Fight Boss 1
Fight Legendary Boss 2

Map

  • Dungeons

Enemies

  • Generated upon Party arrival

Engine

  • Tick based Game Time

Systems

Component Description Completion
Ticks Game timing system ==In Progress==
Quest Events Generated upon Quest Accept - more events as difficulty increases Not Started
Citizien + Adventurer Generation Generated upon building House/House+/House++ Not Started
Enemy Generation Generated upon Party entering dungeon Not Started
Quest Difficulty More difficult = More Reward Not Started
Party System Game Progression element Not Started
Dungeon Exploration Exploring allows the scouting of areas in order to enable bossfight quests etc. Not Started

Overall Progress

Component Completion
Player ==In Progress==
Characters ==In Progress==
Enemies Not Started
Quests Not Started
Map Not Started
Dungeons Not Started
Enemies Not Started
Buildings Not Started

i-have-a-plan-'s People

Contributors

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Watchers

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