-*- org-mode -*- * clwars Text based trading/adventure sim. ** Description CL-Wars is a text based game made for fun, highly inspired by Space Trader, Drug Wars, FTL, Roguelikes, STALKER, WH40k, and many more. In CL-Wars you are a rogue trader on the edge of an poorly charted and unfriendly galaxy. Ply your wares, capture archeotech, and purge xenomorphs in the fires of your guns. NOTE: This 'game' is just a playground for me to play with Lisp. It is not a reference for 'good'/idomatic CL software and is not really intended to be useful or playable. ** Systems *** Systems - Ship Systems/Combat - TODO: - [ ] Basic combat system, perhaps like battleship - [ ] Implemention of crew buffs - [ ] Basic 'move to new sector' system - Notes: - Hull Integrity - When 0 game over - Repulsor Shield - Each % of shield integrity reduces damage by some % - Warp Drive - How far you can jump per 1 fuel - Reactors - Powers warp drive and warp field - Will always have some power, but if power is too low you with have to jump without a warp field - Munitions - Ammo for weapons - Warp Field - Jumping without a warp field will have random effects - Weapons Systems - Weapons have attributes depending on type - Plasma Weapon - High hull damage, low shield damage - Beam Weapon - High shield damage, low hull damage - Explosive Weapon - Average hull damage, average shield damage - Money/Economy/Items - TODO - [X] Basic buy/sell mechanics - [ ] Overhaul buy/sell interface for archeotech specific information - [ ] Random $x*$x ASCII image to represent archeotech - [X] Variable economy between sectors ('random' prices) - [ ] Define how archeotech works (random buffs/characteristics) - [ ] Archeotech display menu - 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 - TODO: - [ ] Crew consumes gruel on some regular cadence (per action/jump/etc) - [ ] Crew will consume spice (if available) - Spice increases moral but can be destabilizing to sanity - [ ] Implementation of crew member buff charateristics - [ ] Sanity/Moral (impacted by availability of spice and/or horrors of the warp) - 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