# Planet Miner To Do List ## Priority List 1. Render stuff - [x] Render a cube - [x] Render icosahedron - [ ] Vertices to triangle mesh - [ ] Diffuse shader - [ ] Subdivide icosahedron 2. Procedural worlds - [ ] Morph vertices of the subdivided icosphere - [ ] Terrain generation - [ ] Planet scaling - [ ] 3. Block game 1. World editing ## Idea Categories 1. Game Engine? - Custom in C - Started work on one, kinda liking it so far - Don't really like pre-built game engines - If I use one it'll likely be Godot 2. Voxelization - Zoning - Each planet has its own coordinate system (non-voxelized) - Material is distributed in amorphous blobs containing a certain percent resource - Before world editing can begin, a work zone must be established to create a local voxelized coordinate system - 3. Progression - The cores of planets exist as large non-voxelized structures - Requires high level tools to mine - Contain lots of resources - Nickel - Iron - Asteroids can be mined like planet cores - Less valuable resources - Mostly rock - Requires lower level tools - Game starts on an Earth-like planet - Make basic tool with sticks rope and stone fragments - Stone fragments from smashing stones on rock - Crash Landed ship, rebuild it as part of the tutorial - Build warp drive to unlock multiplayer - Warp to beacon or something - Invite only/whitelist beacons? - Public beacons 4. Documentation - Error Codes! - In-Game Wiki-System - Build wiki with some kind of knowledge tree