Open Issues Need Help
View All on GitHubAI Summary: This issue requests the documentation of various in-game entities, outlining their hierarchical structure, interaction capabilities with other entities, and their relationship to the player or player's colony. It provides detailed examples for entities like Ants, Queen Ants, and Leaves, specifying properties such as harvestability, farmability, and unique species actions.
Team contrib repo for Software Engineering course with Dr. Delozier (CS33901)
AI Summary: This GitHub issue requests the creation of documentation outlining various ant specializations and speciations, detailing their unique abilities and progression levels. It provides example structures for both specializations (e.g., Gathering Lvl 1: increased gather speed) and speciations (e.g., Cutter Ant: double materials, specific breeding capabilities), aiming to define what each ant type can do.
Team contrib repo for Software Engineering course with Dr. Delozier (CS33901)
AI Summary: This issue proposes a new system where ants gain experience (EXP) based on their actions and interactions. This EXP influences a percentage chance for their offspring to be born with a specialization. If a lineage reaches a high level of specialization, subsequent offspring can become a sub-species with access to further unique specialization options.
Team contrib repo for Software Engineering course with Dr. Delozier (CS33901)
AI Summary: This issue requests the creation of a fundamental `Entity` class. This class will serve as the base for all interactive elements within the game world, including the player, and will be spawned by chunks, enabling basic interaction capabilities.
Team contrib repo for Software Engineering course with Dr. Delozier (CS33901)
AI Summary: This issue requests a formal definition for what a 'chunk' is within the game's world generation system. A chunk is described as a 5x5 grid generated during world spawning, populated with random visuals and entities, and then placed into the world.
Team contrib repo for Software Engineering course with Dr. Delozier (CS33901)
AI Summary: Implement a procedural/random world generation system for the game. This involves researching generation methods, defining a 'chunk' structure, and spawning various objects like leaves and other ants. The system must dynamically generate and load chunks around the player, keeping 9 chunks fully functional and rendered, and an additional 8 chunks with their logic running but visuals culled, for a total of 17 active chunks.
Team contrib repo for Software Engineering course with Dr. Delozier (CS33901)