Once again, a series of organizational changes has required a revamp of this post.
Big Projects
Combat v1 -- Complex update, in progress
Procedurally Generated Crafting System -- Notes Done. Needs to be done after anything that requires it. So basically most Big Projects and possibly some loose ends/late game stuff as well (hopefully not the latter). Note also has been heavily simplified, needs reorg now.
Early Alpha 4 -- Going to push for this prior to the ECS, but after Combat. It'll tie up the PGCS and a bunch of fun-building loose ends. It's turned into a pretty big update, so it's a fitting end for this phase of development.
Next Phase
Extracurricular Structures -- Detailed Notes in progress
Civilization v2 -- Complicated and disorganized, currently reorganizing.
Magic v0 -- Brainstorming/mass reorg in progress.
Dimensions Update -- Needs reorg
Loose Ends
Last update: 8/16/2022
Loose ends pre-org -- 13 posts
Loose ends checklist -- 12 posts
Running Misc -- 5 posts
Bugs -- 136
Tricky Fixes -- 10
Old-gen bugs -- 6
Late-game Stuff
Buffs -- Probably largely deprecated
Automation -- Needs Reorg
Old Farming Automation Notes -- Active
Lore System -- Active
Genetics -- Active
Help Update -- Active
Old Potions Checklist -- Active
Terrain-based animals naming/modifying -- Active
Post-storage generalization -- Active
Misc Late-Game UX -- Active
Random Analyzer note -- Active
Difficulty Increase Idea -- Active
Spriting -- Active
Combat Misc -- Active
Automation Engine Simpgrade -- Needs Reorg
Final Features
Naming upgrade -- No notes or anything, but needs to be done
NPC scanning features -- Needs notes when I get here
Full magic/potions/enchantments integration -- Nothing yet. Ties into every single game system outside of the lore and story.
Lore -- Some work done. Not extensive by any means since it hooks into every other system, but there are some solid general ideas here.
Story -- A giant batch of work done.
Infrastructure
Pouch integration. Surely Pouch will be done long before Shatterloop is.
Handle TODOs and deprecate unused code, maybe drop tiny objects and otherwise clean things out.
Version splitting for future development -- going to be focusing on a plugins aesthetic moving forwards whenever the base game is done -- basically fielding user requests where technically feasible. I'll need a base stable game, plugins, and an unstable release, and then also the dev version for myself.
Better new-user UX -- Wiki framework is working (via wiki{})
Keyboard menus -- works great on gem genie but there will be a lot of work to fix every single menu. Maybe some of this can be automated, or a system can analyze and create data which can then be used. Maybe not the best idea in general.