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# PostModern
A roguelike survival sandbox inspired by the survival aspects of Cataclysm and world generation of Dwarf Fortress.

## Roadmap
- [x] Truecolor terminal based rendering (taken care of by [Boxii](https://git.jonsantmyer.com/boxii)
- World generation
    - [ ] Plate generation
    - [ ] 2D Simplex noise generation for heightmaps
    - [ ] Heightmap modification via simulation of plate movements / subduction
    - [ ] Drying small water regions surrounded by landmasses
    - [ ] River generation
    - [ ] Weathering for large cliffs and mountains
    - [ ] Lake generation for pits in flat areas
    - [ ] Wind patterns based on terrain features like hills / mountains / lakes / oceans
    - [ ] Temperature generation based on wind patterns / distance to equator / global albedo
    - [ ] Weather patterns generated from wind patterns and temperature
    - [ ] Climate placement using previously mentioned features
    - [ ] Initial animal population placement using requested climate features / vegetation presence
    - [ ] Ore generation based on plate boundaries / distance to plate movement
    - [ ] Improve realism of world generation

- World structure
    - [ ] Volume based grid system (1x3x1 meters / 30L)
    - [ ] 32x32 tile "chunks"
    - [ ] 16x16 "chuck" world regions
    - [ ] Max world size 2048^2 regions (1048576m^2 / 1048km^2)
    - [ ] Someday unbound max world size

- Gameplay
    - [ ] Player inventory progression
        - [ ] Start with bare hands as storage, make bags and pants for small storage out of grasses / reeds.
        - [ ] Volume-based storage with bags / pants only able to contain limited volumes of objects
        - [ ] Ground based storage with chests / bags containing more volume
        - [ ] Reason to keep objects in storage (decay?)
    - [ ] Stone knapping with player made shapes, properties / effectiveness determined by shape / knapping process
    - [ ] Grass weaving for simple clothing / tool binding / ropes / thatching
    - [ ] Hunger system
        - [ ] Different nutrient requirements
        - [ ] Satiation based on food volume
        - [ ] Stop player from eating more than stomach volume
        - [ ] Weight gain / loss based on excess calories
        - [ ] Detrement for lacking nutrients
    - [ ] Thirst system
        - [ ] Keep it simple, most water (except for ocean water) is clean enough
        - [ ] Small chance of sickness

- TODO: Write more 

### Building
Postmodern requires [Boxii](https://git.jonsantmyer.com:boxii), a terminal-based window manager.

If you are getting this from github / my git server, just do this to get both
```
git clone https://git.jonsantmyer.com:postmodern --recurse-submodules
```

Building at the moment assumes a truecolor terminal environment.
```
#Build the game
make

#Run the game
make run
#or cd into bin
./run.sh
```