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changelog.txt
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changelog.txt
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- : English description
* : Implementation detail
> : Completed
/ : In progress
X : Abandoned
+ : Addition (not planned)
... : Delayed
2/21/2015 -> 2/27/2015
Distributed networking
Transition to decentralized/centralized network
Players must keep their civilization nodes together or face penalties
> Discourage founding cities far away and tight defenses
Fields and improvements act as minor nodes
Addition of hamlets as minor nodes (which require maintenance?)
AI changes
AI should optimize fields
AI prioritizes war when army is strong
Dynamic culture shifting
If a tile is surrounded by many others, shift culture gradually
Allow players to buy tiles
Sieges like in RTW and Endless Legend
2/14/2015 -> 2/20/2015 (More hackathon work)
A new UI that emphasizes icons and only shows text in tooltips
Menu dialogs and ledgers that sort
Put action/status bar in a permanent location
Remove for now
Scaling resources to empire size and turns
/ New streamlined UI that reflects Endless Legend
>+ Icons in queue menu
>+ Changes to yield GUI
Grand view perspective, strategic mid-view, detailed view
Variable positions of mouse clicking (define how to click a tile based on a rendering)
Work on and balance unit upgrades (some disadvantages and costs)
> Tech tree visualization
Variable tech trees? (group by strategy i.e. militaristic techs unlock others of the same type)
Dynamic city model
3d models when queuing
Levels when building cities, fields, units
Improvements and cities (like Boroughs in Endless Legend)
Techs
> Add more game icons
> Change FGMR gui
> Unit improvement icons
Get building, other unit improvement icons
> Combat GUI
>+ Fixed row column order in GUI
>+ New minimap
>+ Yield GUI with reasons
> Use of hashmaps to explain how yields are calculated (e.g. in index "+1 from coal" put "+1 production"
Constitution stat (i.e. morale) for units
Strategy conduciveness (e.g. more horsemen if majority of tiles are steppe)
Encourage player to take strategy through quest (but not all the time)
Increase resources (e.g. allow player to breed animals by not harvesting them, a gamble)
Allow players to spend resources on a dig which may provide coal for a limited time
Discourage resource rushing
Do not use randomness or other arbitrary factors
Lower the number of tile evaluations by saving them every turn
2/7/2015 -> 2/13/2015 (Hackathon work)
The idea that every single island is a world, and civilizations can establish colonies in other worlds
Colonization as a possible mid-to-late-game mechanic
- Colonies require upkeep to survive
- Cost increases exponentially with number of colonies (EU4, Civ: BE)
Inland vs overseas colony
Settler acts as settler on connected territory, colonizer on far away territory
/ Implement fields
Allow AI to optimize fields
> Allow player to buy and improve fields through menu
> Calculate effects of fields on tile production
Allow player to increase centralization of fields with centralization tech
Implement trade routes/caravans
Allow caravans to be unlocked by tech
Factor caravans into tile production
> Allow workers to build roads, which connect cities
> Give bonus to movement, trade route effectiveness
/ Better UI/graphics
Gradient buttons with consistent theme
/ Textured graphics (either randomly generated in program or TerraGen)
/ Ability to view a tile's fields through tactical menu
>+ Field menu allows one to edit fields
> Ability to see how improvements easy yield
> Tooltips for building queue menu
>+ Tooltips for researching tech
Encyclopedia entries
Advanced tutorial on economics, war, etc.
> Fix tile yield GUI so that it does not overlap
/ Rough and smooth textures for terrain
>+ City growth and production GUI
>+ Addition of tutorial menu (multiple tutorials)
/ Bug fixes
> Cancel movement order if next tile is within enemy territory
Check if units are in enemy territory and push them out
>+ Fixed worker causing infinite loop
/ Game balancing (to be done 2/9/2015)
>+ Factor in gold
>+ Reduce population growth by making it an exponential function
1/19/2015 -> 1/24/2015
> Streamlined UI
> Use royalty free icons from favorited website
X Rearrange buttons for menus to be in a row on the bottom
Graphics/UX
Add textures to terrain
Possible use of TerraGen
Smooth terrain (no implementation details yet)
http://www.chadvernon.com/blog/resources/directx9/terrain-generation-with-a-heightmap/
http://www.gamedev.net/page/resources/_/technical/game-programming/box-filtering-height-maps-for-smooth-rolling-hills-r2164
Balancing
Fields
/ Implement multiple fields per tile
Allow player to buy fields with gold or culture
Allow AI to optimize fields of a tile
> Implement owners of tiles
> Randomly generate an owner for a field
Tributary fields -> provide resources for any civ that owns the tile, can be converted into civ field (less autonomy)
X Unowned fields -> provide larger amount of resources when improvement is built
Barbarian fields -> openly hostile fields, equivalent to savage field but can spawn a barbarian revolt
Savage fields -> must be converted to tributary fields by force or culture
Civilization fields -> directly owned by a civilization (converted from unowned)
Fields can improve a tile's yield
/ Field autonomy
Percentage which determines amount of resources given
A field is left autonomous -> may turn into city state (cannot be captured)
Fields can be captured by warring civs
City-states
Addition of non-capturable city states
Revert to tributary field on tile when captured
(Planned 12/1/2014 -> 12/12/2014)
/+ Game mechanic balancing
AI should improve units when available to discourage spamming weaker units
Melee units have weapon improvement that gives advantage over enemy unit lacking it
AI should explore more and pathfind to enemies directly (omnisciently) on harder difficulty
Increase costs of all "late-game" units such as swordsman
/ Integrate other tile improvements into game such as windmill, mine, etc
Focus on tile improvements early-game and let AI research techs that exploit resources
>+ Food and metal production per-city only
Limit number of units spawned by AI and barbarians
> Add health system to city that ranged strength relies on; capture at 0 health
+ Graphics changes
/ Add more detail to terrain (possible use of textures)
> Tile yields shown in 2D GUI
>+ Streamlined UI
>+ Flashing button (use stroke) instead of changing button width
/+ Rearrange elements to specifications in notebook
>+ Tooltip of a unit's name that is highlighted by mouse (e.g. Athenian worker, Cretan warrior, etc.)
>+ Pauses between automatic selection (of units) which can be set in menu
+ Gradient colors for UI buttons
/+ City GUI for queued food, metal, and health + estimated turns to production
>+ Status bar (tell player what needs to be queued)
>+ Fixed sea land border glitch
>+ Fixed glitch in 2D tile gui
>+ Balanced forests, small changes
+ Savages that prevent working of certain tiles (have no presence on map)
+ Can turn into barbarians
+ City names for each civilization
V 1.0!
(Planned 11/24/2014 -> 12/1/2014) MASTER LIST DUE 12/1/2014
Major additions:
/ AI improvements
> Civilizations research techs that prioritize their long-term strengths and strategy
> Civilizations build appropriate units of the time that counter enemy units
/ AI implements grand strategy in pursuit of a larger goal
> AI additions
> AI civilizations have different "flavors" i.e. tendencies
> Factor in war and peace values when civs consider peacing out
> Civilization have unique bonuses and units
> Tooltips for traits listed in menu
> Addition of civics from researching techs
> Civilizations with different civics have better relations
>+ Civic menu for player
Player can take sides on certain events which affect government spectrum
>2:12 Step by step tutorial that prompts for keys and conditions which simulates a real game
Minor additions:
> Cities have morale values dependent on number of enemies around
> Leving troops lowers morale
> Morale affects city ranged strength, health, production speed
/ Cities get bonus vs ranged attack
+ Change cities to health system, capture city at 0 health
> Civilization-wide health levels dependent on population
>+ "Spiral" menu like the one found in Sniper Elite with choices that can be "dragged" to other tiles to complete actions
+ Add images to the buttons
Ability to drag unit improvements onto units
/3:55 Addition of trade routes between cities
> Cities get bonuses to production and growth when a trade route is set up
> Caravan units set up routes if there is a legal path
Trade routes grow over time when not interrupted
Trade range depends on city size
> Certain technologies can obsolete units
> Addition of difficulty level
>2:50 Combat bonuses to player on easier levels and to AI on harder levels
>+ Health and production bonuses varying with difficulty
>3:00 Varying war and peace values dependent on difficulty
>2:16 World scales smaller with less people (world is too large as of 11/25/2014)
Menu with constant color theme, possibly white and blue
Changes:
> Technology research rate depends 50% on research and 50% on gold production
Civs with more cities need more research for tech
> Change revealing mechanism to 0,1,2 system
>+ Changed menu game animations
Fixes:
>+ Fixed unit access bug
--------------------------------------------------------------------------------------------------------
(Planned 11/10/2014 -> 11/21/2014) on hiatus due to college applications
Major additions:
> Improve tech tree content
/ Link tech tree completions to units, city improvements, tile improvements, and improvements
/+ Improve user experience
>+ "Spiral" menu like the one found in Sniper Elite with choices that can be "dragged" to other tiles to complete actions
+ Set style of menu (possible white and medium blue theme?)
+ Fix rendering and keep consistent stroke styles, fills, strokeweights, etc.
+ Allow players to "drag" improvements over units
/+ Allow player to "drag" advisors (in the forms of squares)
/+ Diplomat square, trader square, spy square
+ Replace words with symbols (food with green circle, metal with orange square, research with blue triangle, gold with yellow circle)
+ Ability to drag units quickly to get them to move or attack (LMB drag, RMB drag)
-+ All squares oscillate in size when held
Minor additions:
>+ Addition of ranged units and ranged strength
>+ Units display health bar when damaged
+ Damage indicator GUI (2D)
+ Allow player to "meet" civilizations
+ Player must either declare war or declare truce period when meeting new civs
+ List of "revealed" civilizations show their tiles even when in darkness
* Change revealed array from boolean to numbers 0 -> hidden, 1 -> discovered, 2 -> in sight
+ Remove old buttons
+ Barbarian unification events
Changes:
Fixes:
>+ Quick fix to omniscience bug fix
>+ Exploration quick fix
(Planned 11/8/2014 -> 11/9/2014 with 10/26/2014 -> 11/7/2014)
Major additions:
/ Balance game
> Fix civs being omnipotent i.e. being able to find the player without a challenge
> Fix barbarians spawning and attacking too aggressively
> Barbarians have no memory of what they reveal
- Fix civilizations getting early game warriors too early
> New unit, archer, bonus defending cities and bonus versus warriors
- Fix food distribution (return to city by city basis)
> Fix metal distribution i.e. do not store metal
- Store extra food when too much food (limited), and take extra food when starving
> Cities can raise temporary garrisons if enemy units on land
Improve graphics
/ Custom (certain) or generated textures for land and sea tiles
- Decrease graphics lag on slower computers
* On unit selection
- Better unit models
- Unit animations when moving
>- Show units on menu simulation
> Health bar display
Resource mechanics improvement
- Each resource harvested in a tile has a certain flow of resource
- The resource can be "spent" on units to build
- Small but constant maintenance for certain resources e.g. iron
/ Increase "playability"
...+ Tutorial walkthrough
Minor additions:
> Changes to diplomacy menu
>- Declare war
>- Declare peace
>- Alliances
>- Allies called to war automatically
>- Request open borders
- Trade gold, culture, research
>+ Relations menu
>+ Improved so that it can be used to view each's civilization's status
>+ Players move in their respective turns
>+ Tiles can defect to other civilizations based on culture
+ Barbarian unification events
>- Requires separate barbarian tribes
Changes:
/ New GUI library
>* Fix bad inheritances
- Allow for non-square elements such as circle bars
>* Convert menus
> Player must declare war on a civ to enter its territory
>+ Encapsulate declaring war and alliances to let civs handle the logic
>+ Better settler spawns
Fixes:
> Fix barbarians spawning in revealed tiles
>+ Fixed "phantom" tooltips
(Planned 10/26/2014 -> 11/7/2014)
Major additions:
>+ Select civilizations
/+ with certain names, attributes, bonuses, and units
>+ Functioning combat system based off of health and relative strengths and possibly dice rolls (Civ5/EU4 hybrid)
>- Defense bonus on hills, mountain, forest, city, and offensive bonus on plains
>- Health based (not Civ4 style)
> Fluid menu style with animations and tweens
...+ Graphical UIs + colorful menus + set color scheme/style
>+ Win and loss conditions corresponding to gamemode (w/ sandbox mode)
... Content
... Techs
... Units
... City and Tile improvements
>+ Barbarians (can be civilized)
>- Is always at war with all other civs and city states
...+ Step by step tutorial
+ Sea units, embarking
...>+ Diplomacy menu
>+ In game encyclopedia
.../+ Governments forms on a spectrum (automony, indirect deomcracy, ..., dictatorship)
.../+ Government civics unlocked by techs
Minor additions:
> Ledger/comparative menu to compare stats of all civs (EU4/Civ)
>+ Barbarian units and cities spawn in tiles not revealed
>+ Menu has simulations of actual games
Changes:
> Ability to select any tile with the mouse
> Tile border rendering changes
Fixes:
(Planned 10/19/2014 -> 10/26/2014)
Major additions:
> Ability to raze conquered land to reduce stress and monotony of late game seen in Civ4, particularly with large maps;
>+ Terrain degrades if a city owns it
> Ability to craft certain tools and loadouts for units that cost a fixed price in resources (a Pandora feature);
> Menu to set custom loadout for a unit that details the cost and benefit of that certain setup;
> City improvements that add fixed bonuses that require techs (as seen in the Civ series);
... Civilizations that have different personalities and bonuses (as seen in the Civ series);
>+ Civilizations have relationships with each other
... Fully functioning combat system
> Implemented tech tree
Minor additions:
> Addition of city-states/one province minors, that can be spawned in the beginning or spawn as a nationalist/patriot movement
- City states that fragment of a civilization can defect to another friendly civ
- City states can be diplo-annexed (a EU feature)
* Possible extension of Civilization class?
... Ability to save games
* Text file or serialization
... Water transports and other units, ability to embark
> Cities have specialized workers that take one extra population, do not harvest, and contribute a flat bonus (a Civ4 feature)
+ Random events (like in the EU series)
/+ Spawned in treasure and rewards in the beginning of the map for civilizations to collect (like in AoE, Civ series, etc.)
Changes:
... Civilizations have distinct, certain names
> Expanding cities by culture level instead of the default square
Fixes:
>/ Better rendering system
- only render the civ's color at the edge of their territory
* Use processing's line() function and call noStroke() on the generated vertices
>+ Fixed cities in resistance not reverting to normal status
>+ Fixed player workers not letting game advance
>+ Fixed highlighted city's queue/menu being accessed incorrectly
>+ Stop buttons from deselecting objects