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TODO.md

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DataLog

  • Add a raw logger coming from everywhere in code. (Classic logging)
  • Event Logger

Engine improvement

  • Job utility is dependent on object average market value if possible instead of intrinsic value
  • Add a food_target_level to try and stockpile a little bit more food. To avoid death by food going stale and no backup For this we need to compute every beginning of turn the amount of food owned + stomach level then compare it to an expected amount
  • Inside the ProfileService replace the money need random value by a true computation

Code improvement

  • Add a config on top of the game to start game by config and avoid mixing things (Human + Hero)
  • Have an export function that transform a world into it's config file
  • Have an import function that take a single config file and generate the whole game

Analysis - Behaviour

  • Write a chapter on the impact of item destruction (No price impact directly but job repartition + item repartition (duh) and death rate more steady)
  • Compare the profile money to guess what's the best option.

Perf improvement

  • No crazy bottleneck for now. Maybe reduce the number of inventory space or amount of trade doable
  • Other solution is to store the trade event into a compacted form day by day. And after 60 day, sum into the big one?

Content

  • World Events (Event Base Class) vs Human Event
  • Death of old age
  • Croquemort
  • Garden + Gardener with passive income (Active action to improve garden)
  • Event: récolte abondante
  • Event: perte des stocks de nourriture
  • Add another cooking option: Apple -> Apple Pie (Both edible but giving way more in the second case)
  • Add another cooking option: Multiple ingredients
  • Add couple and children (human number might skyrocket? Maybe more death, ageing?). Transmit money and random job?
  • Add landlord and land renting to fish or gather or cook
  • Teacher to give people experience? Hard to price
  • Family name to track family across ages (Graph number of family member)