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> I have been wondering if we should start documenting some annotations as well, to allow people to drive certain mechanics (e.g. refreshes and reverifications) using `kubectl`.
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> This would both…
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~~Depends on #16~~ Depends on #17
These mechanics are meant to make short frequent trips most efficient at the cost of player time, while longer trips are a bit slower but overall take less play ti…
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> WIP
# Soundness
* #1029
# Resilience / fault handling
* #933
# Performance
* #1031
* #937
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In the contact mechanics equations, we currently compare tractions to c_num times (increments of) displacement jumps. C_num is by default computed as
c_num = shear modulus / (solid.residual_aperture…
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Give towns a central bank, where town lord is the owner. Bank is re-created for new lords and transfers funds. Town residents can deposit into bank, which uses funds to pay for upgrades etc.
Add co…
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- This is how the player jumps upon each tap (or continues hold of the tap).
- it has to be simulated with both the tap and the click
- Set dimension and make the function for the moving rgb tiles to…
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The player needs to be able to pick what spell they want to cast.
Using 1-3 for the starter powers spark, fire, and stone and 4-6 for powers to come later in the game.
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As the rules suggest, perhaps a system for "rescue dice" could be implemented. This way no one actually needs to bring dice, and the app can handle the logic...
Or you could just roll your own dice
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What do we want the player to be able to do in the overworld
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### Description
When running `Modelica.Mechanics.MultiBody.Visualizers.Colors.scalarToColor` with `colorMap=Modelica.Mechanics.MultiBody.Visualizers.Colors.ColorMaps.jet(n_colors))` instead of `color…