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IDEAS.md
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IDEAS.md
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yes ai made this, no, i dont care.
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# Ideas & Future Vision
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Parking lot for things I want to build but aren't building yet. Nothing here is a
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commitment to a timeline — it's here so it's out of my head and safe.
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Rule for this file: an idea only graduates to "actually build it" once the things
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it depends on already exist. Don't build up the dependency chain. Build down it.
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---
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## The Big One: Emergent Quest Engine
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The dream. A quest system where quests aren't hand-written — they're generated by
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chaining several smaller generators together, each feeding the next. The goal is
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quests that feel *authored* because the pieces reference each other and reference
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the player's actual cat/state.
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### The chain
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1. Generate an **item** + what it does (effect).
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2. Generate a **character** who needs that item *because of what it does*.
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3. Generate a **location** the character (or the cat?) travels to.
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4. Generate an **encounter / fight**, scaled to a generated skill level, maybe
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flavored by a custom name.
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5. Resolve it → bring the item back → gain **xp, money**, maybe **food/items found
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on the way**.
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### Why it could feel special (not generic radiant-quest slop)
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- Quests reference the *specific cat*: its traits ("your chonky cat..."), its name,
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its current stats. Two players get different quests because their cats differ —
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not because of raw RNG.
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- The chain links cause to effect: the character needs the item *because* of what
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the item does. The reward ties back to the chain. That's the "wait, this feels
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written" magic.
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### The trap to avoid
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"Unique" and "meaningful" pull opposite directions. Pure randomization gives you
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infinite *technically unique* quests that all *feel identical* (Skyrim radiant
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quests: "go to random place, kill random thing, fetch random item" forever).
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The fix — same lesson as the name generator: **variety lives in the TEMPLATES,
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uniqueness lives in the SLOTS.** Ten hand-written quest templates with rich,
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state-aware slots beats one template randomized harder. Constrain to get quality.
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### The hard part most people underestimate
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- **Completion checking.** A quest is only meaningful if the game can tell when
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it's *done*. Every template's win condition must be something the game actually
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tracks. "Feed 3 times" needs a feed counter. "Happiness > 50" needs the happiness
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stat. So quests are GATED on the systems they reference already existing.
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- **Procedural MECHANICS are way harder than procedural CONTENT.** A generated
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*name* is just text — any string works. A generated *item effect* has to actually
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DO something the game can execute. That means generated items pick from a FIXED
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vocabulary of effects the game already knows how to run ("restore N hunger",
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"add N happiness", "worth N money") — generated *parameters*, fixed *effect types*.
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Do NOT try to generate brand-new mechanics; generate combinations of existing ones.
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### Quests must persist
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An active/in-progress quest has to survive save/load. So `Quest` is a model with
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`to_dict`/`from_dict` + a `version`, same discipline as Cat/Save. Active quests
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live on the Save.
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---
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## Dependency order (build DOWN this list, one at a time)
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Each step is its own name-generator-sized obsession project. Each one is gated on
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the steps above it. The grand quest engine is the LAST thing — it's the conductor,
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and it needs an orchestra first.
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0. **Core tamagotchi loop** ← BUILD THIS FIRST, NOTHING WORKS WITHOUT IT
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- 2–3 stats on the cat (hunger, happiness, maybe health). Start with ONE.
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- Decay over time (stats drop while away — uses elapsed-time logic).
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- Actions that restore them (feed → hunger, pet/play → happiness). First real
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`rules.py` verbs. Pure + testable.
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- A reason actions aren't free → food item → money → a way to earn money.
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- **Prove the core loop is fun before building anything on top of it.** If the
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cat-care loop isn't satisfying, no quest engine saves it.
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1. **Item generation** (spin-off of the name generator)
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- Items do effects from a FIXED vocabulary the game can execute.
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- Generate the parameters/flavor, not new mechanics.
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- Gated on: stats existing (effects need something to affect).
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2. **Character / NPC generation**
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- Reuse the name generator for NPC names.
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- Each NPC has a need (tied to an item effect).
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- Gated on: item generation.
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3. **Location generation**
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- Reuse the name generator again for place names + flavor.
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4. **Combat system**
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- Its own whole system. Skill/level scaling, resolution.
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- Gated on: stats, maybe items (gear?).
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5. **Quest engine** ← THE DESTINATION
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- Templates with state-aware slots, filled from the cat's actual state + the
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generators above.
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- Orchestrates items + characters + locations + combat into a chain.
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- Completion conditions that check real, existing systems.
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- Rewards that pay out real money/xp/items.
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- Gated on: literally everything above.
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---
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## Other parked ideas / TODOs
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- **Personality affects starting stats** — `CAT_PERSONALITIES` should map to
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different starting happiness (TODO already in content.py). When this happens,
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personality becomes mechanical, not just flavor → make it data-driven (each
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personality carries its modifier) rather than an if-ladder.
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- **Save overwrite handling** — two cats named the same silently overwrite. Decide:
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block duplicate names at adoption, since names ARE the save filenames.
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- **Saves → proper user-data dir** — currently `untitled/saves/` inside the package.
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Eventually move to an XDG/user-data location (saves are mutable user data, not
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package data).
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- **Delete save** flow (main-menu only, with confirm, never the active save).
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- **Web version** — pty/xterm.js bridge. Dead last, after the game is actually a game.
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- **Name generator polish** — order-3 vs order-2 experiment; soft length cap is in.
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- **A studio splash / fake boot sequence** easter egg (CatDOS-style).
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---
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## Guiding principles (so future-me doesn't wreck it)
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- Build when needed, not before. Park visions here; build the next small thing.
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- Variety in templates, uniqueness in slots. Constrain generators to get quality.
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- Generate parameters from a fixed vocabulary, never generate raw mechanics.
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- Keep the layers: model (data) ← rules/generation (logic) ← screens (I/O).
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- Pure logic stays testable. If you can't test it without a terminal, it leaked.
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- Prove each loop is fun before stacking the next system on it.
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@@ -1,4 +1,5 @@
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_MIGRATIONS = {}
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_MIGRATIONS = {} # TODO: ADD HUNGER AND LAST PLAYED MIGRATION
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def migrate(data):
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@@ -1,14 +1,24 @@
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import time
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class Cat:
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def __init__(self, name, traits):
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def __init__(self, name, traits, hunger=100, last_updated=None):
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self.name = name
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self.traits = traits
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self.hunger = hunger
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self.last_updated = last_updated if last_updated is not None else time.time()
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def to_dict(self):
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return {"name": self.name, "traits": self.traits}
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return {
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"name": self.name,
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"traits": self.traits,
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"hunger": self.hunger,
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"last_updated": self.last_updated,
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}
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@staticmethod
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def from_dict(data):
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return Cat(data["name"], data["traits"])
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return Cat(data["name"], data["traits"], data["hunger"], data["last_updated"])
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class Save:
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