README.md
1	-*- org-mode -*-
2
3 * clwars
4
5 Text based trading/adventure sim.
6
7 ** Description
8 CL-Wars is a text based game made for fun, highly inspired by
9 Space Trader, Drug Wars, FTL, Roguelikes, STALKER, WH40k, and
10 many more.
11
12 In CL-Wars you are a rogue trader on the edge of an poorly charted
13 and unfriendly galaxy. Ply your wares, capture archeotech, and
14 purge xenomorphs in the fires of your guns.
15
16 NOTE: This 'game' is just a playground for me to play with Lisp. It is not a reference for
17 'good'/idomatic CL software and is not really intended to be useful or playable.
18
19 ** Systems
20 *** Systems
21 - Ship Systems
22 - Hull Integrity
23 - When 0 game over
24 - Repulsor Shield
25 - Each % of shield integrity reduces damage by some %
26 - Warp Drive
27 - How far you can jump per 1 fuel
28 - Reactors
29 - Powers warp drive and warp field
30 - Will always have some power, but if power is too low
31 you with have to jump without a warp field
32 - Munitions
33 - Ammo for weapons
34 - Warp Field
35 - Jumping without a warp field will have random effects
36 - Weapons Systems
37 - Weapons have attributes depending on type
38 - Plasma Weapon
39 - High hull damage, low shield damage
40 - Beam Weapon
41 - High shield damage, low hull damage
42 - Explosive Weapon
43 - Average hull damage, average shield damage
44 - Money/Economy/Items
45 - TODO
46 - [X] Basic buy/sell mechanics
47 - [ ] Overhaul buy/sell interface for archeotech specific information
48 - [ ] Random $x*$x ASCII image to represent archeotech
49 - [X] Variable economy between sectors ('random' prices)
50 - [ ] Define how archeotech works (random buffs/characteristics)
51 - [ ] Archeotech display menu
52 - Notes
53 - Used to upgrade ship components/crew
54 - Can trade spice (variable cost in systems), but your crew will consume it based on their happiness
55 - Can trade archeotech (AT has characteristics that may be desireable to different planetary systems)
56 - Crew Systems
57 - TODO:
58 - [ ] Crew consumes gruel on some regular cadence (per action/jump/etc)
59 - [ ] Crew will consume spice (if available)
60 - Spice increases moral but can be destabilizing to sanity
61 - [ ] Implementation of crew member buff charateristics
62 - [ ] Sanity/Moral (impacted by availability of spice and/or horrors of the warp)
63 - Hazard/Boon/Sector System
64 - TODO:
65 - [ ] Encapsulate sector attrs
66 - [ ] Encapsulate boon/hazard attrs
67 - [ ] Interface for interacting with boons/hazards
68 - Notes:
69 - Each sector contains a hazard and a boon
70 - A hazard is a combat encounter or some kind of negative event
71 - The boon is some kind of positive event
72 - The likelihood of either depends on sanity calculation
73 - Perhaps flesh out equipment system for 'boon' hunting