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Family Structure
Plan and implement familial and clan data structures and functions
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Time Simulation
Moving forward in time should change not just the date, but should update creatures, including life/death status, mates and offspring.
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Items and Inventory
Need a system to describe a character's inventory, items (both as a data structure and world objects), and a way of interacting with objects in the world and adding them to or removing them from the player's inventory.
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Time System
Internal system for tracking ingame time and translating it into and from realworld time.
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Apr 30, 2014 |
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Day/Night Cycle
Sun should rise in the east and set in the west, moving smoothly through the sky along a path directly above the player, as if they are standing on the equator.
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May 15, 2014 |
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Solar Year Cycle
Sun should appear to pitch up and down relative to the horizon over the course of a year.
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May 30, 2014 |
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Player Life/Death cycle
need to be able to spawn as player, move around and do stuff as normal, then die and respawn later as a new pawn in the same bloodline as the original character.
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Jun 30, 2014 |
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basic HUD
needs to display player's current health & mana+stamina, and any debug features.
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Jul 31, 2014 |
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Combat
Player should be able to
- deal damage to other characters - kill other characters and get exp from kills - increment their level after a gaining certain amounts of exp - take damage from other characters |
Nov 30, 2014 |
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Respawn Forward in Time
Time should jump ahead to when the next-of-kin is ready to go, not just instantly transfer over into a new character
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Mar 31, 2015 |
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Jun 30, 2015 |
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Jul 31, 2015 |
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Aug 31, 2015 |
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Sep 30, 2015 |
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Oct 31, 2015 |
$0.00 |
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