Bladeren bron

Slightly updated readme

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      README.md

+ 19 - 11
README.md

@@ -41,21 +41,29 @@ NOTE: This 'game' is just a playground for me to play with Lisp. It is not a ref
     - High hull damage, low shield damage
   - Explosive Weapon
     - Average hull damage, average shield damage
-- Money/Economy
-  - Used to upgrade ship components/crew
-  - Can trade spice (variable cost in systems), but your crew will
-    consume it based on their happiness
-  - Can trade archeotech (AT has characteristics that may be desireable to
-    different planetary systems)
+- Money/Economy/Items
+  - TODO
+    - [X] Basic buy/sell mechanics
+    - [ ] Variable economy between sectors ('random' prices)
+    - [ ] Define how archeotech works (random buffs/characteristics)
+  - Notes
+    - Used to upgrade ship components/crew
+    - Can trade spice (variable cost in systems), but your crew will consume it based on their happiness
+    - Can trade archeotech (AT has characteristics that may be desireable to different planetary systems)
 - Crew Systems
   - Crew needs gruel for food
   - Crew will be happier if spice is present on the ship
   - Crew members can give buffs
     to other parts of the ship
   - Sanity/Moral (impacted by availability of spice and/or horrors of the warp)
-- Hazard/Boon System
-  - Each sector contains a hazard and a boon
-    - A hazard is a combat encounter or some kind of negative event
-    - The boon is some kind of positive event
-    - The likelihood of either depends on sanity calculation
+- Hazard/Boon/Sector System
+  - TODO:
+    - [ ] Encapsulate sector attrs
+    - [ ] Encapsulate boon/hazard attrs
+    - [ ] Interface for interacting with boons/hazards
+  - Notes:
+    - Each sector contains a hazard and a boon
+      - A hazard is a combat encounter or some kind of negative event
+      - The boon is some kind of positive event
+      - The likelihood of either depends on sanity calculation
       - Perhaps flesh out equipment system for 'boon' hunting