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Creature Farm

Ideas:

  • Player is the hive mind controlling creature

  • When starting adventure, creature are created from pool of available genetic material

  • While adventuring, creature assimilates enemies to store their genetic material

  • If not killed, creature comes back and sacrifices itself to release all stored genetic material in the material pool

  • If killed, material is lost (low chance of partial/total recovery by another creature sent to the same adventure)

  • Enemy assimilation as well as environment adaptation leads to new genetic abilities when creature is turned back to genetic material

  • All text, center panel describes action/creature/....

TODO

  • Finish load/save code and make a start menu

  • Add options to give creatures potions/food/items before going to adventures to be used in adventure (at cost of inventory space)

  • Add min level caps to activities and implement gaining exp when activity is done

  • Add fail chance for activities driven by difference between creature level and activity complexity

  • Log xp gain, success/fail at end of activities to creature log

  • 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)

  • Change healing system from food to turn based. More hp take longer to heal. Make food grant bonuses (permanent (mutagen...) or temporary)

  • Add some items to increase inventory size of creatures

  • Implement an activity log to describe creature activity evolution

  • Implement stat effects from food (e.g. +5 strength, -0.2 evasion, ...)

  • Reimplement tabs in UI

  • Display available adventures/recipe first then rest greyed out based (availability is determined by creature skills and/or inventory contents)

  • Improve fight system

Playtest

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