## scope
-[ ] Ant simulator
-[ ] Cellular automata
+[ ] Mini turn based rpg
+[ ] One button per slot
+ - Weapon (A)
+ - Cast (B)
+ - Item (Select)
+[ ]
+
## Game field
-[ ] 20x20 map with a set spawn for player and enemy
+[ ] 10x8 map
[ ] Load map with pre-determined tiles
-[ ] Each tile can have a graphic
- - a controlling player (0: nobody or 1: player, 2: enemy, 3-255: wild insects) (display as tile that animates)
- - a number of ants (0-255)
- when there is food nearby (tile next to ants) it is collected
- and new ants spawn
- - amount of food (regenerates 0-255) (display as tile)
- - if no food is nearby some ants die
- - if food is nearby ants spawn and food is collected
- - food spreads to a nearby tile if food reaches 255
- - food tiles cannot be occupied, only collected from
- - flags
- - special tile type: e.g. hive
-[ ] The field tiles are updated every frame (up to a set amount, start in top left and go down)
-[ ] only one action may be active at a time (e.g. spread, attack etc)
- actions may be animated (e.g. attack shows a sword sprite)
-[ ] when the cursor hovers over a tile show info about it in window (e.g. ant number, food number, controlling actor)
-[ ] Loading is based on patterns. Each pattern has 20 tiles (with all infos)
- when a row is rendered objects are loaded and executed (e.g. change pattern)
- the map is loaded into a map buffer and then fully rendered to the screen
-[ ] food tiles grow. If they are being harversted they cannot grow
- if the food counter reaches 255 it spreads to a nearby tile
- food can be destoyed by a player if the tile is not being harvested by anohter actor
-
-## Actors
-
-[ ] Player
-[ ] Player controls a cursor (cursor moves per pixel and scrolls camera. the target tile is in the center)
-[ ] enemy
-[ ] Enemy performs actions based on a map script
-[ ] Each player has a spawn rate of ants based on food collected
-[ ] if a player loses their hive they lose
-[ ] each player has a total food count
-
-Possible actions:
-[ ] gather food (clears tile)
-[ ] spread to tile
- if spreading to an empty tile all nearby tiles lose some population
- and it moves to the new tile.
- if spreading to an enemy controlled tile the populations fight
- whoever has more units nearby wins. if tiles get cleared because of this
- they become empty. (display attack animation on map)
-[ ] actions can only be performed when the player controls an adjacent tile
- display error if action is not possible
-[ ] select actions from a menu when clicking on a tile
-[ ] allow withdrawing from a tile
-
-## UI:
-
-[ ] Display available resources (ant/food) as bars (8 bars max per 0-255)
+
+[ ] Player - Moves from tile to tile
+[ ] Actors
+ [ ] Each map may have up to 4 actors
+ [ ] An actor may have dialog, be a shotkeeper
+ or start combat when talked to
+ [ ] actors may patrol
+ [ ] actors mark the tile they are on with their actor index
+ [ ] one actor update per frame
+[ ] player updates very frame
+
+[ ] on hostile maps only:
+ [ ] when the player moves a danger level increments every frame
+ [ ] when the danger level + rng roll from 1-16 > 64 combat starts
+ [ ] each map may define up to 4 enemy sets that can appear
+[ ] each map may define 4 exits (north, west, east, south)
+ that are triggered when the player presses up,left,right,down
+ on the respective tiles
+[ ] each map may define one special exit that is triggere by touching a tile
+ with the exit flag set
+[ ] the player may level up and gain HP or MP (choice to be made)
+
+
+# Combat
+
+# Equipment
+
+# UI
+
+