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Dumped plans into TODO.md, minor edits to README
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# Mindustry
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![](http://i.imgur.com/oogScJR.png)
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![](https://imgur.com/6QSa0kP)
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### Create resources, move 'em around, fuel your turrets, and blast the bad guys away with your ship!
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This game is a pixelated sandbox tower defense game made using [LibGDX](https://libgdx.badlogicgames.com/) originally for the [GDL Metal Monstrosity Jam](https://itch.io/jam/gdl---metal-monstrosity-jam). Ever since it won the Jam, it has been in active development, with a beta 3.0 version now released for Desktop platforms.
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A pixelated sandbox tower defense game made using [LibGDX](https://libgdx.badlogicgames.com/) originally for the [GDL Metal Monstrosity Jam](https://itch.io/jam/gdl---metal-monstrosity-jam). Ever since it won the Jam, it has been in active development, with a beta 3.0 version now released for Desktop platforms.
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You can play the game on these platforms:
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# Downloads:
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<a href="https://anuke.itch.io/mindustry"><img src="https://i.imgur.com/sk26hTV.png" width="auto" height="75"></a>
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TODO.md
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TODO.md
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### Important
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1. Add an improved conveyor belt drawing (creation/design) system
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2. Add localization support, storing game text in JSON files instead of within code. This is in response to a couple of translation requests from Omicron Translation Group on the Itch.io page. I [l5474] *might* be able to do it... eventually.
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3. Fix some AI going to the wall, as mentioned in #5
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4. Add configurable autosave feature
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### Optional/Low Priority
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1. Make minimap ~~or aux. tile loader for whole-map view~~
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2. Add in more teleporter colors maybe, and make a new teleporter color picker ui/tooltip. Very low priority
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3. Maybe make enemies manually spawnable in Sandbox Mode
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4. Maybe assign a key to make Mecha move faster
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### 3.0 Release
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- New tutorial with the power blocks.
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- New SFX for specific blocks, especially turrets
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- Block drawing layers. Refactor/remove `Block#drawOver()`, add `Layer` enum. Should fix 'glitchy' lasers and conveyor clipping.
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- Balance nuclear reactor, improve effectiveness. Currently underpowered.
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- Make generation frame independant.
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- Investigate issue #5 (enemies stuck in blocks)
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- Faster mech movement, possibly with a "boost" key
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- Balance enemy difficulty
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### 3.x Planned
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- New save system: toggleable autosave, named slots, less clunky save UI
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- Teleporter UI changes, more colors (?)
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- New building tools: selection-delete, hold to place blocks in a line, one-tap delete mode (mobile). New 'tool' menu (desktop).
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- Refactor `Renderer`, remove code for rendering platform-specific placement and move to 2 different classes
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- New map format system. Each new version is a different class, convert between different versions.
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- Underground conduits
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- Minimap
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- More indicators for when the core is damaged and/or under attack
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### 4.0 Planned
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- Multiplayer framework, possibly implementation
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- New look to blocks, make them less 'blocky'
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### Misc
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- Localization support. Change all in-game strings to localized strings. Check compatibility with GWT and Android libraries.
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### Possible Additions
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- Mech body upgrades
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- Uranium extractor / uranium->iron converter
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- Laser enemies
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- Flying enemies that move in formation and spawn from different locations
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- Fusion reactor
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- Point defense turrets that take down projectiles
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- Turrets fueled by lava
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- Gas transporation and use
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- Better enemy effects and looks
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- Homing missile enemies and turrets
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- Reflective shield blocks
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- Tech tree with bonuses to production or turrets
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- Spawn points changed into enemy bases with hostile turrets
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- Unit production
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### Optmiziation
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- Look into uses for `IntMap`
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- Spread updating over multiple frames for large groups of specific tile entities (?)
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- Optimize enemy + bullet code and check quadtree leaf parameters
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- Check for unnecessary use of `Timers#get()`
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- Optimize generator laser distribution, especially finding targets
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- Optimize UI
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- Check memory usage and GC, profile
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="io.anuke.mindustry"
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android:versionCode="19"
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android:versionName="3.03b" >
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android:versionCode="20"
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android:versionName="3.04b" >
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<uses-sdk android:minSdkVersion="9" android:targetSdkVersion="25" />
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@ -15,7 +15,7 @@ import io.anuke.ucore.util.Mathf;
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import io.anuke.ucore.util.Tmp;
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public class Pathfind{
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private static final long ms = 1000000;
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private static final long ms = 1000000 * 3;
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MHueristic heuristic = new MHueristic();
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PassTileGraph graph = new PassTileGraph();
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@ -100,7 +100,7 @@ public class Pathfind{
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public void update(){
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for(SpawnPoint point : Vars.control.getSpawnPoints()){
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if(!point.request.pathFound){
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if(point.finder.search(point.request, ms * 2)){
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if(point.finder.search(point.request, ms)){
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smoother.smoothPath(point.path);
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point.pathTiles = point.path.nodes.toArray(Tile.class);
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point.tempTiles = point.path.nodes.toArray(Tile.class);
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@ -5,9 +5,7 @@ import static io.anuke.mindustry.Vars.tilesize;
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import java.io.DataInputStream;
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import java.io.DataOutputStream;
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import java.io.IOException;
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import java.util.AbstractList;
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import java.util.Collections;
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import java.util.List;
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import java.util.*;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.IntArray;
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@ -201,7 +199,7 @@ public class Conveyor extends Block{
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}
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};
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Collections.sort(wrapper, Conveyor::compareItems);
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Collections.sort(wrapper, new Comparator(){public int compare(Object a, Object b){ return compareItems((Integer)a, (Integer)b); }});
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}
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private static int compareItems(int a, int b){
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