Small text based trading game.

Simon Watson 23a8d45e87 README update, a few small things vor 1 Jahr
README.md 23a8d45e87 README update, a few small things vor 1 Jahr
ascii-assets.lisp 2daedebc2a Successfully split everything "mostly" into it's own files vor 1 Jahr
clwars.lisp 9400cbc309 More on the CLOS conversion vor 1 Jahr
combat.lisp 23a8d45e87 README update, a few small things vor 1 Jahr
economy.lisp 72e03ebb9a CLOS code now has feature parity with old defstruct version vor 1 Jahr
game.lisp 23a8d45e87 README update, a few small things vor 1 Jahr
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sector.lisp 2daedebc2a Successfully split everything "mostly" into it's own files vor 1 Jahr
ship.lisp 9400cbc309 More on the CLOS conversion vor 1 Jahr
structs.lisp 23a8d45e87 README update, a few small things vor 1 Jahr

README.md

-- 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