2.0 KiB
2.0 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)
- 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
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)
- Turn System
- Define Phases (Power, Movement, Exploration, Combat)
- Implement Turn State Machine
- Entity System
- Define Hero/Monster Stats
- Implement Movement Logic (Grid-based)
Phase 4: Campaign System
- Campaign Manager
- Save/Load Campaign State
- Unlockable Missions Logic
- Hero Progression (Between missions)