Phase 1 Complete: Dungeon Engine & Visuals. Switched to Manual Exploration Plan.

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2025-12-31 00:21:07 +01:00
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- [x] Define Tile Data (Dimensions, Exits, Type) <!-- id: 1 -->
- [x] Define Dungeon Deck System (Cards, Shuffling, Probability) <!-- id: 2 -->
- [x] Define Mission Configuration Structure (Objective vs Exit) <!-- id: 3 -->
- [ ] Define Mission Configuration Structure (Objective vs Exit) <!-- id: 3 -->
- [x] **Grid & Logic System**
- [x] Implement Tile Placement Logic (Collision Detection, Alignment) <!-- id: 4 -->
- [x] Implement Connection Points (Exits/Entrances matching) <!-- id: 5 -->
- [x] Implement "Board" State (Tracking placed tiles) <!-- id: 6 -->
- [ ] **Generation Algorithms**
- [x] **Generation Algorithms**
- [x] Basic "Next Tile" Generation Rule <!-- id: 7 -->
- [x] Implement "Exit Room" Logic for Non-Final Missions <!-- id: 8 -->
- [x] Implement "Objective Room" Logic for Final Missions <!-- id: 9 -->
- [x] Create Loop for Full Dungeon Generation <!-- id: 10 -->
- [x] Create Loop for Full Dungeon Generation (Stopped for manual exploration) <!-- id: 10 -->
## Phase 2: 3D Visualization & Camera
- [ ] **Scene Setup**
- [x] **Scene Setup**
- [x] Setup Three.js Scene, Light, and Renderer <!-- id: 20 -->
- [x] Implement Isometric Camera (Orthographic) <!-- id: 21 -->
- [x] Implement Fixed Orbit Controls (N, S, E, W snapshots) <!-- id: 22 -->
- [ ] **Asset Management**
- [ ] Tile Model/Texture Loading <!-- id: 23 -->
- [ ] dynamic Tile Instancing based on Grid State <!-- id: 24 -->
- [x] **Asset Management**
- [x] Tile Model/Texture Loading <!-- id: 23 -->
- [x] dynamic Tile Instancing based on Grid State <!-- id: 24 -->
## Phase 3: Game Mechanics (Loop)
- [ ] **Turn System**