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Zerahan
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SurvivalGame
Experimental survival-game-like framework to build a level designer and storyteller AI on. Using Near Death as a loose guide, but multiplayer and more expandable.
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MVP
#41
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Zerahan
opened
9 months ago
Zerahan
commented
9 months ago
What is the basic loop I need for a playable game?
Survival mechanics are more like a layer on top of a game, even when integrated into base mechanics.
Types of tasks: Looting, constructing.
Build from the end forward.
I like the idea of landing on a planet/station in search of something valuable
crafting an item that goes into inventory is the same thing as spending resources to make a repair.
[x] leave in shuttle to win.
[x] repair shuttle with picked up parts.
[x] diagnose what is wrong with shuttle (random parts needed).
[x] build new parts at a fabricator.
[x] add shuttle's remaining parts list to hud.
[ ] add second player
[ ] both players can see each other turn and look up/down (control pitch needs to be replicated, can be unreliable if PvE-only)
[ ] both players can do tasks
[ ] both players can see the other player doing tasks
[ ] both players hud is updated with synced task list
[ ] fabricator has menu for selecting what to build
[ ] ship has menu for applying repairs
[ ] player implements InventorySystem
[ ] ship accesses player inventory
[ ] fabricator accesses player inventory.
[ ] get resources for parts to use in fabricator.
[ ] fabricator requires power to operate. Plug in battery.
[ ] power comes from generator
[ ] generator needs fuel to operate
[ ] repair generator with parts to operate
[ ] both players can see the other finishing the tasks and are updated properly
[ ] split off power into a ResourcePipeSystem
[ ] split off tasks into a TaskModule
crafting an item that goes into inventory is the same thing as spending resources to make a repair.
[ ] both players can see the other finishing the tasks and are updated properly