In the original proposal, "Carthage" had the following items:
I've put the features from most of the milestones into GitHub projects at https://github.com/C7-Game/Prototype/projects, for reference.
My thoughts on these:
- Worker actions, from "France". I'd like this to be relatively early, as it adds a good amount of interactivity and strategy, but real city yield, by actual citizens, has to come first or you're just adding irrigation and mining graphics. This also bundles with road movement implementation, and the AI/pathing for that.
- City screen, from "Egypt". That can be added after the mechanics.
- Resources, from "Japan", specifically strategic ones. This depends on Worker Actions, but should be a relatively early strategic priority.
- Research, from "Hittite". A key component of the game, but we need a few more basic mechanics first.
- Buildings, closest match being "Wonders" from "Hittite". Same basic deal as research.
These are the ones I'm most on the fence about though.
As for the other Dutch candidates to move up, which aren't already mentioned:
- City capture. I'm open to adding this one at any point after we have combat, it should be pretty easy.
- Unit orders is already prototyped, and I think these should be added individually as needed. Add bombard when we add catapults, but don't add precision strike until we have stealth units.
- Unit media - this is basically done, aside perhaps form newfangled formats, but IMO we should have a playable game before we start going in that direction.
- Unit file conversion - same as unit media? Or if it means to a newfangled format, ibid.
- Prototype cities. Already done in Aztec, with improvements in Babylon.
- Launch screen
- Save and load
- Select mods
- Prototype combat
- Main screen UI
- Credits
- UI file conversion
- Prototype unit media
I've put the features from most of the milestones into GitHub projects at https://github.com/C7-Game/Prototype/projects, for reference.
My thoughts on these:
- Keep these:
- Save and load. While not important now, it's only going to get more complex to implement if we add more and more things. Makes sense to have it early.
- Prototype combat, if not wrapped up for Babylon.
- Questions/skeptical about these:
- Main screen UI. We already have a main menu from Aztec. What else do we need to add?
- Eventually we will want our own background, and probably a different UI layout. Maybe it's a good time to look at involving an artist or two and starting to ship some content, but I don't think we should be making major programmatic changes here yet. We also might need to nail down branding first, since IIRC C7 isn't yet chosen as the final name.
- If we just want something that isn't the Civ background, I saved a pre-adding-the-Civ-title version of my custom background back in 2008 that can serve as a proof-of-concept.
- Select mods. We can already load BIQ files, and I added a Babylon card for loading C7 JSON. Beyond being able to load C7 JSON mods, I think more definition around "what is a mod in C7?" is needed before this can be added.
- I think part of the goal here was allowing multiple mods to be enabled, e.g. maybe I want to play Lord of the Mods but I also want to have Rick's Water Pack enabled. I'm torn between "it's too early for that" and "the goals need to be more precisely stated." We could spend a lot of time around this that could be spend getting to a playable game sooner.
- Main screen UI. We already have a main menu from Aztec. What else do we need to add?
- Remove these:
- Launch screen. Aside from allowing the user to point to their Civ3 assets if they can't be auto-detected, I'm not sure why we need one.
- Credits. It's probably a good idea to keep notes of contributions, and we can modify the prototype credits scene from pre-Aztec if we want. But I don't see a reason to make this fancy at such an early stage.
- UI file conversion. We've already done a lot of this. And we can do the rest as needed.
- Add (some of) these:
- Unit combat from "Dutch". What does this entail? I'd suggest a goal of Ancient Age land mechanics. Basic combat, bombardment, maybe defensive bombardment too, retreat probability. That's probably enough for one milestone, although Experience Levels (from "Maya") could be a good stretch goal.
- City production, and City yield and population, from "Egypt". Allow the player to choose what their city produces via the end-of-turn popup (leave the queue for later, just the first thing is fine for now), and have citizens cause real tile yields, though probably assigned by the AI for now. This adds interactivity, without being as big of a chunk as what "Egypt" proposed.
- Worker actions, from "France". I'd like this to be relatively early, as it adds a good amount of interactivity and strategy, but real city yield, by actual citizens, has to come first or you're just adding irrigation and mining graphics. This also bundles with road movement implementation, and the AI/pathing for that.
- City screen, from "Egypt". That can be added after the mechanics.
- Resources, from "Japan", specifically strategic ones. This depends on Worker Actions, but should be a relatively early strategic priority.
- Research, from "Hittite". A key component of the game, but we need a few more basic mechanics first.
- Buildings, closest match being "Wonders" from "Hittite". Same basic deal as research.
These are the ones I'm most on the fence about though.
As for the other Dutch candidates to move up, which aren't already mentioned:
- City capture. I'm open to adding this one at any point after we have combat, it should be pretty easy.
- Unit orders is already prototyped, and I think these should be added individually as needed. Add bombard when we add catapults, but don't add precision strike until we have stealth units.
- Unit media - this is basically done, aside perhaps form newfangled formats, but IMO we should have a playable game before we start going in that direction.
- Unit file conversion - same as unit media? Or if it means to a newfangled format, ibid.
- Prototype cities. Already done in Aztec, with improvements in Babylon.