https://git.spwbk.site/swatson/clwars/raw/master/README.md
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-*- org-mode -*-

* clwars

Text based trading/adventure sim.

** Description
CL-Wars is a text based game made for fun, highly inspired by
Space Trader, Drug Wars, FTL, Roguelikes, STALKER, WH40k, and
many more.

In CL-Wars you are a rogue trader on the edge of an poorly charted
and unfriendly galaxy. Ply your wares, capture archeotech, and
purge xenomorphs in the fires of your guns.

NOTE: This 'game' is just a playground for me to play with Lisp. It is not a reference for
'good'/idomatic CL software and is not really intended to be useful or playable.

** Systems
*** Systems
- Ship Systems
 - Hull Integrity
   - When 0 game over
 - Repulsor Shield
   - Each % of shield integrity reduces damage by some %
 - Warp Drive
   - How far you can jump per 1 fuel
 - Reactors
   - Powers warp drive and warp field
   - Will always have some power, but if power is too low
     you with have to jump without a warp field
 - Munitions
   - Ammo for weapons
 - Warp Field
   - Jumping without a warp field will have random effects
- Weapons Systems
 - Weapons have attributes depending on type
 - Plasma Weapon
   - High hull damage, low shield damage
 - Beam Weapon
   - High shield damage, low hull damage
 - Explosive Weapon
   - Average hull damage, average shield damage
- Money/Economy/Items
 - TODO
   - [X] Basic buy/sell mechanics
   - [ ] Overhaul buy/sell interface for archeotech specific information
   - [ ] Random $x*$x ASCII image to represent archeotech
   - [X] Variable economy between sectors ('random' prices)
   - [ ] Define how archeotech works (random buffs/characteristics)
     - [ ] Archeotech display menu
 - Notes
   - Used to upgrade ship components/crew
   - Can trade spice (variable cost in systems), but your crew will consume it based on their happiness
   - Can trade archeotech (AT has characteristics that may be desireable to different planetary systems)
- Crew Systems
 - TODO:
   - [ ] Crew consumes gruel on some regular cadence (per action/jump/etc)
   - [ ] Crew will consume spice (if available)
     - Spice increases moral but can be destabilizing to sanity
   - [ ] Implementation of crew member buff charateristics
   - [ ] Sanity/Moral (impacted by availability of spice and/or horrors of the warp)
- Hazard/Boon/Sector System
 - TODO:
   - [ ] Encapsulate sector attrs
   - [ ] Encapsulate boon/hazard attrs
   - [ ] Interface for interacting with boons/hazards
 - Notes:
   - Each sector contains a hazard and a boon
     - A hazard is a combat encounter or some kind of negative event
     - The boon is some kind of positive event
     - The likelihood of either depends on sanity calculation
     - Perhaps flesh out equipment system for 'boon' hunting