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-----------------------------------------------------------r3alm-----------------------------------------------------
--------------------------------------------------features to implement----------------------------------------------
---------------------------------------Note: there will always be things to be added!--------------------------------
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------------->>> Changelog:
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Saturday August 16th: Added the fact that buildings will be placed on tiles. Also added the part of where dead people don't get erased completely. Both in the Other Notes section.
Sunday August 17th: Stated how the creatures and items are to be implemented, in the Other Notes section.
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------------->>> Civilization stats:
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----->Food (if not enough for the population, people will get sick, and people [that are unfed and sick] die)
----->Population (more people can do more stuff)
----->Plants (makes it easier to acquire food)
----->Money (sell things to make money, money can then be used to buy other things)
----->Relations (better relations allows you to buy things for less money)
----->Defense (easier to ward off intruders if defense is higher)
----->Storage (increases maximum food and money)
----->Faith (essentially this is like luck, has a little effect on everything)
----->(To be added later) Technology (as tech advances, you can do more stuff, e.g. stuff like planting cotton won't be available at the beginning until tech is greater than 15 or so)
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------------->>> Classes to make:
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----->Game class
-handles interface (input), and contains variables to run game.
----->CreatureStat class
-creature data
>speed
>size
>vigor
>anger
----->PersonStat class
-person data
>strength
>intelligence
>religion
>endurance
>personality
>dexterity
>courage
----->Action class
-handles doing actions
-has an action enum
-persons have pointers to the action class depicting what they will do
----->Item class
-activate and deactivate items
-activating and deactivate are functions, may have special effects, so each similar item should have a class in theory (this seems inefficient, suggestions welcome)
-which stats they boost
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------------->>> Other notes:
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----->Currently only one language: human. This may be renamed later, or modified, etc.
----->Creature and Person classes should have data member pointing to bitmap data, and a draw function for game class to use.
----->Actions should now be classes instead of enums.
----->Numbers should be doubles, in general.
----->Courage may seem very useless but in hunting and defending against other tribes/nations, it helps determine whether the person runs or fights.
----->Dead people aren't deleted, they have another variable for how long they've been dead to see how easy it would be to revive them.
----->Buildings require tiles to be placed. Workers need to path find to the locations they require to work, and attackers must find ways to get in, etc., because some buildings on tiles will render the tile unwalkable. How big the area is may be defined in some configuration file, but a save must use a set area size. What's on the starting area may require a random land generator. Other details are yet to be thought of.
----->Creatures are created, one of each at runtime, as with items. 'New' items and creatures are copied from these. Remember to delete the items and creatures!
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------------->>> Creatures:
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----->Common land animals:
>Rabbit
>Groundhog
>Deer
----->Birds:
>Robin
>Eagle
>Wren
----->Cave animals:
>Bat
>Cavefish
>Salamander
----->Water/Amphibious animals:
>Frog
>Salmon
>Shark
----->Tree animals:
>Snake
>Monkey
>Bee Swarm
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------------->>> Status enum:
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----->poisoned
----->flying
----->underground
----->asleep
----->underwater
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------------->>> Actions:
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----->Hunting -> uses/trains dexterity, intelligence
>Common -> uses/trains no additional stats
>Cave -> uses/trains courage (tiny amounts)
>Tree -> uses/trains dexterity (tiny amounts)
>Water -> uses/trains endurance (tiny amounts)
>Birds -> uses/trains personality (tiny amounts)
----->Farming -> uses/trains strength, endurance
>Fruits -> uses/trains no additional stats
-> provides a little to food and a little to plants
>Trees -> uses/trains personality (tiny amounts)
-> provides plants
>Cotton -> uses/trains endurance (tiny amounts more than usual)
-> cotton is automatically sold, worth more than food
-> provides a little to plants
>Vines -> uses/trains no additional stats
-> provides a little to defense and a little to plants
----->Construction -> uses/trains intelligence, endurance
>Storage -> uses/trains strength (tiny amounts)
-> provides storage
>Wall -> uses/trains endurance (tiny amounts more than usual)
-> provides defense
>Market -> uses/trains personality (tiny amounts)
-> provides relations
>Statue -> uses/trains personality (tiny amounts)
-> automatically sold for money
-> CAN (but not always) increase worship
>Greenhouse -> uses/trains intelligence (tiny amounts more than usual)
-> provides a little to plants
----->Worship -> uses/trains religion, personality
>Sacrifice -> uses food, uses/trains courage (tiny amounts)
-> provides a lot to faith
>General prayer -> uses/trains no additional stats
-> provides faith
>Fortitude prayer -> uses/trains no additional stats
-> provides a little to defense and a little to faith
>Fields prayer -> uses/trains no additional stats
-> provides a little to plants and a little to faith
>Peace prayer -> uses/trains no additional stats
-> provides a little to relations and a little to faith