versión inicial del juego
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implementación/task.md
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# Project Tasks: Warhammer Quest 3D
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## Phase 1: Dungeon Generation Engine (Priority)
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- [x] **Core Data Structures**
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- [x] Define Tile Data (Dimensions, Exits, Type) <!-- id: 1 -->
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- [x] Define Dungeon Deck System (Cards, Shuffling, Probability) <!-- id: 2 -->
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- [x] Define Mission Configuration Structure (Objective vs Exit) <!-- id: 3 -->
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- [ ] Define Mission Configuration Structure (Objective vs Exit) <!-- id: 3 -->
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- [x] **Grid & Logic System**
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- [x] Implement Tile Placement Logic (Collision Detection, Alignment) <!-- id: 4 -->
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- [x] Implement Connection Points (Exits/Entrances matching) <!-- id: 5 -->
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- [x] Implement "Board" State (Tracking placed tiles) <!-- id: 6 -->
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- [ ] **Generation Algorithms**
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- [x] Basic "Next Tile" Generation Rule <!-- id: 7 -->
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- [x] Implement "Exit Room" Logic for Non-Final Missions <!-- id: 8 -->
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- [x] Implement "Objective Room" Logic for Final Missions <!-- id: 9 -->
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- [x] Create Loop for Full Dungeon Generation <!-- id: 10 -->
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## Phase 2: 3D Visualization & Camera
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- [ ] **Scene Setup**
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- [x] Setup Three.js Scene, Light, and Renderer <!-- id: 20 -->
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- [x] Implement Isometric Camera (Orthographic) <!-- id: 21 -->
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- [x] Implement Fixed Orbit Controls (N, S, E, W snapshots) <!-- id: 22 -->
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- [ ] **Asset Management**
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- [ ] Tile Model/Texture Loading <!-- id: 23 -->
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- [ ] dynamic Tile Instancing based on Grid State <!-- id: 24 -->
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## Phase 3: Game Mechanics (Loop)
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- [ ] **Turn System**
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- [ ] Define Phases (Power, Movement, Exploration, Combat) <!-- id: 30 -->
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- [ ] Implement Turn State Machine <!-- id: 31 -->
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- [ ] **Entity System**
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- [ ] Define Hero/Monster Stats <!-- id: 32 -->
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- [ ] Implement Movement Logic (Grid-based) <!-- id: 33 -->
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## Phase 4: Campaign System
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- [ ] **Campaign Manager**
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- [ ] Save/Load Campaign State <!-- id: 40 -->
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- [ ] Unlockable Missions Logic <!-- id: 41 -->
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- [ ] Hero Progression (Between missions) <!-- id: 42 -->
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