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Player is the hive mind controlling creature
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When starting adventure, creature are created from pool of available genetic material
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While adventuring, creature assimilates enemies to store their genetic material
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If not killed, creature comes back and sacrifices itself to release all stored genetic material in the material pool
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If killed, material is lost (low chance of partial/total recovery by another creature sent to the same adventure)
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Enemy assimilation as well as environment adaptation leads to new genetic abilities when creature is turned back to genetic material
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All text, center panel describes action/creature/....
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Finish load/save code and make a start menu
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Add options to give creatures potions/food/items before going to adventures to be used in adventure (at cost of inventory space)
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Add min level caps to activities and implement gaining exp when activity is done
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Add fail chance for activities driven by difference between creature level and activity complexity
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Log xp gain, success/fail at end of activities to creature log
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Change way game is drawn (generate a static image for the panel borders and create a Panel.refresh method which redraws only the current tab texture. In Game.draw, draw first the panels textures and then the border overlay)
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Change healing system from food to turn based. More hp take longer to heal. Make food grant bonuses (permanent (mutagen...) or temporary)
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Add some items to increase inventory size of creatures
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Implement an activity log to describe creature activity evolution
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Implement stat effects from food (e.g. +5 strength, -0.2 evasion, ...)
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Reimplement tabs in UI
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Display available adventures/recipe first then rest greyed out based (availability is determined by creature skills and/or inventory contents)
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Improve fight system