3
To Do
Caleb Sandford deQuincey edited this page 2026-06-12 16:32:01 +01:00
Changes:
- Move Gathering logic to JobManager.cs
- Ensure all logic with units goes through UnitManager.cs
Construction:
- Carry resources to building
- Do not build until resources are on site
- Spawn location for each building so units spawn there rather than inside
- Spawn amount of units is correct, currently is just 1
- Building animation lasts for the duration of building being built
- Some kind of animations/VFX while building
Gathering:
- VFX/Sound effect while gathering
- Some UI output of amount of gathering collected with each success
- Change gatherAmount to range so is not the same amount each time
- Experience for the job so improves gatherAmount and some other bonuses?
- Other buttons for resources, not just wood
- Depositing in resource specific location once built, TownHall can take all resources
Buildings:
- Add in more buildings
- Change the construction for each building
- Start to layout static presets for buildings, including towers and walls
AI:
- Make Citizens do something, not just stand in Idle
- Set up routines
- NPC needs
- NPC moods and pushback
- Create raiders
- Create animals/nature
Events:
- Raider events
- Illnesses
- Disasters
- Nefarious merchants selling bad goods?
- Rebellion
Environment:
- Make a first map
- Decide on different trees
- Decide on different stone resources like Gold, Iron: should it just be holes like mines in the ground?
Military:
- Make soldiers
- What do soldiers do?
- Make towers and walls
- Barracks and weaponry/armour
Gameplay:
- What is end goal?
- Text system: use EasyTalk?
- Ranks for jobs?
- Building upgrades?
- Preset location for houses or free form?
- Day and night cycle - how does it change behaviours?
UI:
- Create Stats: should it be it's own pop out window?
- Building buttons: should it be grouped like Settlers 2/3?
- Job buttons: should I bunch up for generic and then pop out for ones like military?