Here is the plan of things to be done for version 1.0, broken down so that I can do these sequentially. None of them are particularly big, but it's likely going to take a week or so of work to get them all done. This is mostly for my reference, but just so you can see what needs to be done I'll post it here. I will update as these are done.
There are a lot of other features I plan on implementing afterwards, but will wait until I have done with 1.0.
1. necstate has to be updated once NEC is exposed. The NEC becomes more impatient if public opinion is very liberal or if the wilderness stays healthy.
2. Evil plans need to be instituted. The more active the NEC, the more rapidly they will progress. The creation of supervillains happens as a result of the advancement of evil plans. The function to do this is in the UniqueCreatures class, but is not yet coded. The type of supervillain created at this point, as well as the abilities of superminions associated with said supervillains, happens here and may need global variables.
3. Special locations in supervillain bases need to be coded. Right now these bases are randomly generated.
4. The elements in UniqueCreatures that determine whether a supervillain base’s secret has been successfully extracted need to be fulfilled.
5. Supervillains dying need to foil the evil plan (another unwritten function in UniqueCreatures)
6. Secret Missions need to be re-tooled so that the player has the choice of whether to take one.
7. The game-ending secret mission needs to be implemented.
==Future features planned but not part of 1.0==
1. Fix the violence-is-the-best-way-to-win-for-the-LCS complaint. What I’m thinking of is the following:
-Any site action that generates a news story will liberalize public opinion if the LCS is popular, no matter how violent the LCS was.
->If the LCS was violent, however, the LCS will become less popular.
-Any site action that generates a news story will conservatize public opinion if the LCS is unpopular, no matter how nonviolent/otherwise heroic the LCS was.
->If the LCS was nonviolent, however, the LCS will become more popular.
2. Implement movies. Unlike the LCS Movies mod, the movies in this mod will be triggered/inspired by events that take place elsewhere in the game.
3. Implement rules for player-defined factions i.e. defined in a text file that a player can easily edit. I will include a number of custom pre-generated faction lists that players can use or implement as models (e.g. generic LCS-style game, City of Heroes-themed game, Mother Tree Cycle [the story that the Terra Vitae mod is inspired by], James Bond, Star Wars, etc.). These will allow the player to define whatever factions and add them to the game. This is a major feature and will probably take several versions to fully implement, but I’ll break it down into component parts:
3a. There will be lobbies. Lobbies don’t do anything to the LCS directly, but are composed of certain creature types such that interacting with those creature types will strengthen/weaken these lobbies, so the LCS can affect them. Lobbies act as additional legislative bodies, but have no other effect on the game except through altering laws.
3b. Add combat factions. These combat factions will be able to fight a multi-way war with other factions, including lobbies. This will also have several steps:
3b-1. Combat factions can interact with each-other, and be influenced by other parts of the game (e.g. laws, views, what the LCS does, etc.), but can’t spawn creatures/have bases/besiege the LCS.
3b-2. Combat factions can besiege the LCS.
3b-3. Combat factions can be attacked by the LCS.