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2017-04-26

PAC 2 - Partial version

In this moment, the game works only partially and is not really playable. Here the current status is described, organized in components.

To allow for an agile progress of this project, in almost all cases a minimum viable product is strived for. This is the reasoning behind the lack of some apparently critical features, like e-mail validation.

For testing purposes the user "alice" with the password "test" can be used. This user is created automatically on database initialization. The main advantage of using this account is that many hard to test functionalities can be used, as it owns characters in different positions and situations, like Kings, members of democracies, stateless characters, etc.

User interface design (done)

The design of the user interface is mostly done and only minor changes are expected. I chose a dark theme which, in my opinion, is more suited for a text-based role-playing game.

Registration and logging in (done)

It is possible to register and log in via the user interface. It is a minimal version that does not include some features like e-mail address verification, changing passwords or deleting an account. These features will be required if the game reaches a sizable number of players.

Character creation (80%)

The character creation process is mostly implemented. The only aspect missing is the character profile selection, which currently does have no effect. Furthermore, there is currently no limit on the number of characters per user.

Test world: Parvus (done)

A test world has been created for running both automated and manual tests. This world is very similar to a true gaming world. Please note that this world is not meant to be immersive. Many names are chosen for convenience instead of for playability.

Actual world: Emortuus (20%)

This world has been started and may be used as a prototype, but most elements are still missing.

Messaging and notifications (done)

Characters may send messages to others and may choose the recipients by geographical location (characters who are physically close), by political relationships (characters who are politically related) or to any selection of characters in the same world.

Also, a notification system has been implemented. Currently only travel notifications are generated.

Recruitment (70%)

Conscripting units has been implemented. Note that each single soldier and world inhabitant is tracked, which has many effects:

  • A settlement may get empty by recruiting every inhabitant.
  • Recruiting workers will decrease economic production.
  • Each inhabitant can only be recruited in one unit.
  • Recruiting women will reduce birth rate.

Unit management (70%)

Management of units is mostly implemented, including renaming, changing the unit stance and changing the battle settings and orders for the unit.

Missing are the transfer and disband actions, as well as the unit payment mechanism.

Travel (done)

Travelling is fully implemented. Travelling inside a region will consume character time but will happen instantly, travelling to a different region will take a turn. Units in the "following" stance will follow the character when travelling.

Organizations (done)

The concept "organization" in the game denotes any group or position. These are some examples:

  • A state
  • A position in a state, like a King, a general, a governor
  • An independent organization (a traders guild, a dinasty, etc.)

Organization capabilities (70%)

Organizations have capabilities which can apply to itself or other organizations. A list of currently existing capaiblities:

  • Banning
  • Writing policy
  • Conscription
  • Diplomacy
  • Dissolve (not implemented)
  • Manage subordinate organzations (not implemented)
  • Secede (not implemented)
  • Manage membership (not implemented)
  • Set heir (not implemented)
  • Vote in elections
  • Present candidacy in elections
  • Convoke elections
  • Set military orders
  • Set military formation

Organization elections (done)

Some positions within an organization may be elected democratically.

Battle start (80%)

An algorithm searches for potential military conflicts and starts battles if needed. This takes into account diplomatic relationships, military stances, unit status and existing battles.

When a battle starts (which takes one full turn) the units are split into sub-units called contubernia and placed in formation on the battlefield.

Battle orders and movement (30%)

Characters can give their units orders for each round in a battle. Units will act accordingly.

The path searching algorithm A* has been implemented, but there are still some bugs present. Also, not every battle order is working.

Important missing features

Battle resolution and conquest

Currently battles never end, as there is no check for ending conditions. Also, there is currently no way to conquer a region.

Barbarians

Hostile, computer-controlled armies and regions should be a core part of the game, especially in early game, to provide a challenge for players and to make conquest of new territories more difficult.

Further character actions

Currently, there is not much a player can spend their time on. Further character actions are planned.

Economy

There is not yet a system for characters to get and spend money and possibly other resources.

Help system

To ease the introduction to the game, help pages should be created. A tutorial feature could prove useful.