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Player Class ~ Requirements, User Stories, Dependencies
- Do we want users to be able to add their own classes or do we provide them prefixed classes?
- Game Developers add new classes – not users
- Ideally a default set of classes can be replaced/complimented by author-designed classes
- What classes do we want to add?
- What functionality do they add? How do these classes interact with other aspects of the game?
- Battle-systems/combat abilities (rpg-battlesystems)
- special actions (custom-actions, action management, custom-scripts), (rpg-skilltrees)
- Change player stats based on class (rpg-playerstats)
- What functionality do they add? How do these classes interact with other aspects of the game?
- Players
- I want to choose a player class
- I want my choice to have significant impact on my combat abilities
- I want my class to affect the non-combat roleplaying elements of the game
- Game Developers
- I want to add a new class
- I want to use an existing class (i.e. mage, knight, etc.)
- I want specific items to only be accessible to given classes, and other classes to be able to be more proficient at using these items
- I want dialogue options only available to a specific class
As a game developer with some technical skill, I would like to be able to create my own fully-functional classes.
- Provides greater gameplay variance and complexity
- Allows more creative control over the game and its content
As a game author with no technical background, I would like to be able to add classes that I do not need to design from the ground up.
- We would provide templates/built-in classes for game author use
- Reduces the amount of design/work for a game author to create a game with a class system
As a player, I would like to be able to choose different player classes which allow me to interact with the game state in distinct manners
- Description of each class so I know what I am picking
- Allows for varied gameplay for the player by giving them choices to influence the game
As a player, I love having a branching (combat) skill tree unique to/based on my class
- Allows for direct player progression/rewards over the course of the game
- Provides strategic depth to player choices and creates wider ranges of skill combinations/playstyles
As a player, I want my choice of class to have direct meaningful changes on my character that represent the class I’ve chosen
- Changes in player stats based on class themes
- Different dialogue options and ways of interacting with the game world
- Different competencies with items based on my chosen class
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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