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