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# VS Vineyard — Development Plan
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This is a suggested breakdown of the work ahead. Nothing here is set in stone — feel free to reorder, combine, skip, or tackle things differently. It's meant as a starting point for discussion and to help split work between contributors.
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---
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## Phase 1: Grape Vines (Foundation)
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Everything else depends on being able to grow and harvest grapes, so this is a natural place to start — but the art and JSON work can happen independently while the C# is being written.
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### 1a. Grape Vine Block Logic — *C#*
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- Create `BlockGrapeVine.cs` to handle growth stages, seasonal transitions, and right-click harvesting
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- Register it in `VSVineyardModSystem.cs`
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### 1b. Grape Vine Block Definition — *JSON*
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- `blocktypes/grapevine.json` — defines growth stages, drops, and how the vine attaches (trellis, wall, etc.)
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### 1c. Grape Vine Textures & Shapes — *Art*
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- Textures for each growth stage: bare, budding, leafy, fruiting, dormant
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- 3D shape (or a simple flat cross-plant shape to start)
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- Tools: pixel art editor (16×16), optionally Blockbench for shapes
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---
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## Phase 2: Grapes as Items
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### 2a. Grape Item Definition — *JSON*
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- `itemtypes/grapes.json` — nutritional values, variants by grape type
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### 2b. Grape Item Texture — *Art*
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- Inventory sprite for grapes
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---
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## Phase 3: Juice Pressing
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### 3a. Wine Press Block Logic — *C#*
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- `BlockEntityWinePress.cs` — a container block entity with input/output slots and a pressing interaction
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### 3b. Wine Press Definition, Shape & Textures — *JSON + Art*
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- Blocktype JSON, 3D shape model, textures
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- Tools: Blockbench, pixel art editor
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### 3c. Pressing Recipes — *JSON*
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- Recipe entries: grapes → grape juice
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---
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## Phase 4: Fermentation & Barrel Aging
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This phase has the most complexity. The barrel block entity will need to handle time-based fermentation, liquid storage, and aging — worth discussing the approach before diving in.
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### 4a. Wine Barrel Block Entity — *C#*
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- `BlockEntityWineBarrel.cs` — time-based fermentation, liquid handling, aging stages
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- Probably the most involved C# task in the mod
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### 4b. Barrel Definition, Shape & Textures — *JSON + Art*
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- Blocktype JSON, shape, textures (empty / filling / full variants)
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### 4c. Barrel Recipes — *JSON*
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- `recipes/barrel/` entries: grape juice → wine over time
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### 4d. Wine Item Variants — *JSON + Art*
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- Item definitions for each wine variety, stat effects, textures
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---
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## Phase 5: World Generation
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### 5a. Wild Vine Worldgen Patches — *JSON*
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- `worldgen/patches/` — spawn wild vines on trees or cliff faces in appropriate biomes
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### 5b. Wild Vine Behaviour — *C# (optional)*
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- Only needed if wild vines require different behaviour from player-placed vines
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---
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## Skill Summary
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| Area | Skill | Can start immediately? |
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|---|---|---|
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| Block/item/recipe logic | C# | Phase 1a first, then in parallel |
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| Block/item/recipe definitions | JSON | Yes — alongside C# once structure is clear |
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| Textures | Pixel art (16×16) | Yes — fully independent |
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| 3D block shapes | Blockbench + JSON | Yes — fully independent |
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| World generation | JSON | After Phase 1 |
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The art work (textures and shapes) can be picked up **right now** without needing to wait for any code. JSON definitions and C# can generally be split across two people once Phase 1a establishes the patterns to follow.
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---
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*This plan was put together as a rough guide. Adapt it however works best for the group — the goal is to have fun building this.*
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