2.5 KiB
2.5 KiB
Project Tasks: Warhammer Quest 3D
Phase 1: Dungeon Generation Engine (Priority)
- Core Data Structures
- Define Tile Data (Dimensions, Exits, Type)
- Define Dungeon Deck System (Cards, Shuffling, Probability)
- Define Mission Configuration Structure (Objective vs Exit)
- Grid & Logic System
- Implement Tile Placement Logic (Collision Detection, Alignment)
- Implement Connection Points (Exits/Entrances matching)
- Implement "Board" State (Tracking placed tiles)
- Generation Algorithms
- Basic "Next Tile" Generation Rule
- Implement "Exit Room" Logic for Non-Final Missions
- Implement "Objective Room" Logic for Final Missions
- Create Loop for Full Dungeon Generation (Stopped for manual exploration)
Phase 2: 3D Visualization & Camera
- Scene Setup
- Setup Three.js Scene, Light, and Renderer
- Implement Isometric Camera (Orthographic)
- Implement Fixed Orbit Controls (N, S, E, W snapshots)
- Asset Management
- Tile Model/Texture Loading
- dynamic Tile Instancing based on Grid State
Phase 3: Game Mechanics (Loop) - [IN PROGRESS]
- Turn System
- Define Phases (Power, Movement, Exploration, Combat)
- Implement Turn State Machine (Phases now functional and dispatch events)
- Implement Power Phase (Rolls 1d6)
- Event System
- Implement Event Deck (Events.js)
- Trigger Random Events on Power Roll of 1 or Room Reveal
- Spawn Monsters from Event Cards (1d6 Orcs)
- Entity System
- Define Hero/Monster Stats (Heroes.js, Monsters.js)
- Implement Hero Movement Logic (Grid-based, Interactive)
- Implement Monster AI (Sequential Movement, Pathfinding, Attack Approach)
- Implement Combat Logic (Melee Attack Rolls, Damage, Death State)
- Implement Game Loop Rules (Exploration Stop, Continuous Combat, Phase Skipping)
- Refine Combat System (Ranged weapons, Special Monster Rules, Magic)
Phase 4: Campaign System
- Campaign Manager
- Save/Load Campaign State
- Unlockable Missions Logic
- Hero Progression (Between missions)