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SYSTEMS.md

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Systems

The game will consist of the following systems:

  • Event
  • World Generation
  • Inventory
  • Nation
  • Resource Collection
  • Crafting
  • Territory
  • Building
  • Citizen

Note: This document is a work in progress. It will be updated as the project progresses and more systems are planned/implemented.

Event

The event system will be used to manage events that occur in the game. Events will be used to trigger actions and update the state of the game. Events will be triggered by the player, the world, or other systems. Events will be able to trigger other events. Events will be able to be subscribed to by other systems.

World Generation

The world generation system will be used to create a procedurally generated world. The world will be populated with resources, settlements, and pawns.

Inventory

The inventory system will be used to manage items and resources. Players will be able to collect items and resources from the world and use them to craft new items.

Nation

The nation system will be used to create and manage nations. Each nation will have its own unique culture and history. Players will be able to create their own nation or join an existing one. Nations will be able to form alliances and engage in battles with other nations.

Resource Collection

Players will be able to collect resources from the world. These resources will be used to craft items and build structures.

Crafting

The crafting system will be used to create items from resources. Players will be able to craft items using the resources they collect from the world.

Territory

The territory system will be used to create and manage territories. Territories will be used to claim land and build structures.

Building

The building system will be used to create and manage settlements. Buildings will be used to provide shelter and storage for citizens.

Pawn

The pawn system will be used to create and manage pawns. Pawns will be used to populate the world and interact with each other, the player, and the world. Pawns will have traits that will affect their behavior and interactions with other pawns.