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Open World Sprint 1 Notes after Communicating with the Battle System, WDL, and Graphics team.
Below are the notes I took after meeting with the WDL, Graphics, and Battle Systems team. We discussed what we are planning to do that might involve us working together.
Battle Systems
- Thinking about implementing a Pokemon game.
- Similarly, they will have the pokemon tournaments and quests.
2.They plan on implementing IMP’s to make the game more interactive.
- They would like to have a health/experience point system.
- So after every battle the player gains experience points. Health points can be gained by eating, sleeping, having time to recover, and potions. The idea of consuming food and using potions is where our and battle systems ideas overlap.
- Would like to make their game into a series of quests and battles.
- Thinking about having different levels
- Still thinking about what to do once the player ‘loses’
- For instance, in terms of dying, they are considering whether to start the player back to the beginning of the level.
- Thinking about giving the player certain weakness and strengths
Graphics
- Plan to create a map to the top right corner
- Thinking about adding graphics similar to what is on the chiventure wiki page
- Thinking about how they want the graphics to look like. Do we want to have something two dimensional?
Currently the graphics team is working on creating a design for the map. The team still has to reach out to other teams such as Battle Systems because (as I informed them) they plan to have a pokemon game-like set up. They aren’t really thinking that there will be too much interaction going on between our teams.
WDL
- WDL plans to look into libraries that might be useful for creating the files Open World and other RPG teams need.
- WDL is planning to look further into what files that could be of use for saving and adding items into the rooms.
Discussed support for rooms and items for those actions. Currently WDL has it so that there is a room and certain actions for certain items. However, there’s currently no support for distinguishing level description. In other words, a player can go to any room no matter their level in the game. After mentioning the implementation of weapons and potions, they considered adding these into the WDL++ file and having them as special items. Moreover, they are now thinking about creating a player definition in WDL ++ because there’s currently nothing that tells the specific status (in terms of health and level) within the game.Currently WDL has it so that there is a room and certain actions for certain items. However, there’s currently no support for distinguishing level description. In other words, a player can go to any room no matter their level in the game.
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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