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DSL ~ User Stories
- It should be easy for a user with no knowledge of Chiventure whatsoever to quickly write a simple item or room in the DSL in 1-2 lines.
- Whereas WDL is human-readable, the new DSL should be both human-readable and human-writeable.
- In comparison to WDL, the DSL should have a relatively generous syntax and/or grammar.
- The DSL should be far less reliant than WDL on punctuation (
"';.-,([{
etc) or indentation for the structure of its definitions. - The DSL should feature a lot of default settings, to allow for quick and easy definitions of rooms or items, with default parameters left implicit.
- The DSL should allow easy deployment of common synonyms for actions.
- If possible, the DSL should allow users to declare any room or item anywhere in the file.
- The DSL should allow users to duplicate code from items or rooms using variables.
Declaring a Game
GAME START dining room END bedroom
intro: Welcome home! You just got back from a long day of work at Company X. You're exhausted, and think that it'd be best to just eat some dinner and go to bed. You're currently in your dining room, and dinner is on the table.
end condition: dinner eaten
Declaring a Room
ROOM living room
short: Kevin's living room.
long: The room is sensibly decorated.
connections: NORTH to dining room, EAST to bedroom, WEST to bathroom
Declaring an Item
Here an item is declared with its short
parameter unspecified, which is handled by assigning it a default short description. The actions are defined readably:
ITEM door IN living room
long: This door leads to your bedroom.
actions: OPEN, KICK
OPEN success: You open the door.
OPEN fail: You can't open the door.
KICK success: The door applauds your marvelous kick... and then breaks.
KICK fail: You stub your toe. Loser!
Declaring a Room with Default Parameters
ROOM kitchen
long: You see various eating utensils scattered everywhere.
connections: WEST to dining room
We can also override default descriptions, and add synonyms for actions. Here:
-
DEVOUR
works in place ofEAT
, and the resulting WDL file will reflect the two actions as having the same success and failure. - The terms
fail
andfailure
used while specifying action results are also interchangeable, to make the language more fault-tolerant. - The location of the item is not specified, so as a default it is placed in the room defined most recently (
kitchen
). This allows users to write rooms followed by a list of the items they possess, making the language more readable.
ITEM salad
short: A green salad.
long: A side salad. Nothing remarkably special about it.
actions: EAT = DEVOUR, ROLL AROUND IN, CRITICIZE
EAT condition: fork is in inventory
EAT success: You eat the salad. You feel quite satisfied.
EAT fail: You cannot eat the salad.
ROLL AROUND IN success: You roll around in the salad. You feel like a very big vegetable.
ROLL AROUND IN failure: Alas, you cannot roll around in the salad.
CRITICIZE success: You say 'This salad could use more lettuce.' You smile, because you know deep down you're right.
CRITICIZE failure: Try as you might, you cannot find anything negative to say about this excellent salad.
Declaring a Variable
$fork = "
ITEM Fork IN {room}
short: A fork.
long: A fork. There's nothing remarkably special about it.
"
Using Variables (Simple)
$fork { room: kitchen }
actions: TAKE
TAKE success: You take the fork
TAKE fail: You can't take the fork
$fork { room: kitchen }
actions: OPEN
OPEN success: You open the fork
OPEN fail: You can't open the fork
Overriding Values From Variables
Here, the long description given with the object would take precedence over the long description declared with the fork
variable.
$fork { room: kitchen }
long: A fork. There is something remarkable about it.
For more information, see #861: User Stories (DSL)
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Action Management
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Battles
- Design Document
- Text Based Combat in Other Games
- User Stories
- Wishlist
- Battle Planning 2022
- Battle User Stories Review 2022
- Structs in Other Modules Related to Battles 2022
- Stat Changes Design Document
- Run Function Design Document
- CLI Integration Design Document
- Move Changes Design Document
- Unstubbing Stubs Design Document
- Battle Items and Equipment Design Document
- Battle Item Stats
- Battles Demo Design Document
- Battles Testing Moves, Items, and Equipment Design Document
- Sound integration with battle (design document)
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Custom Actions
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Custom Scripts
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DSL
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CLI
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Enhanced CLI
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Game-State
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Graphics
- Design Plan
- Design document for integrating split screen graphics with chiventure
- GDL (Graphical Description Language)
- Graphics Sandbox
- Design Document for NPC Graphics and Dialogue
- Feature Wishlist (Spring 2021)
- Installing and Building raylib on a VM
- LibSDL Research
- Module Interactions
- Working with Raylib and SSH
- raylib
- GDL
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Linking the Libzip and Json C to chiventure on CSIL machines
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Lua
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NPC
- Dependencies: Player class, Open world, Battle
- Action Documentation
- Design Document for NPC Generation in Openworld
- Design and Planning
- Establishing Dependencies
- Implementation of Custom Scripts
- Independent Feature: NPC Movement Design Document
- Player Interaction Design and Planning
- Dialogue
- Design Document for NPC Dialogue and Action Implementation
- Loading NPCs from WDL Files
- NPC Battle Integration Design Document
- NPC Battle Integration Changes Design Document
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Open World
- Autogeneration and Game State
- Deciding an integration approach
- Designing approach for static integration into chiventure
- Feature Wishlist
- Generation Module Design layout
- Potential connections to the rest of chiventure
- Single Room Generation Module Design
- Source Document
- User Stories
- World Generation Algorithm Plan
- Loading OpenWorld Attribute from WDL
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Player Class
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Player
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Quests
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Rooms
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Skill Trees
- Avoiding soft locks in skill tree integration
- Components of Exemplary Skill Trees
- Design Document and Interface Guide
- Environment interactions based on skill characteristics
- Integrating complex skill (combined, random, sequential, etc.) implementation
- Integration of a Leveling System
- Potential Integration with existing WDL
- Research on game balancing in regards to skill trees
- Research on skill tree support in modern day game engines
- SkillTree Wiki Summary
- Skilltree "effect" implementation and roadmap
- Summary of md doc file for skilltrees
- Design ideas in connection to other features
- Summary of Skill Tree Integration 2022
- The Difficulty of the Reading the World
- Complex Skills Summary
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Sound
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Stats
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WDL