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Skill Trees ~ Avoiding soft locks in skill tree integration
A softlock is an inescapable situation in a video game where it is impossible to progress any further, but also return to a previous state in a game. This has the unfortunate effect of rendering the game as broken for the player, requiring him to either revert to a previous save file in the hopes of acquiring the needed item or skill, or restarting the game altogether.
- Requires a certain skill or item to further progress in the game that the player failed to acquire earlier in the game and cannot go back and acquire.
- The player saves the game during a situation (e.x. a battle) where they are low on health and therefore are unable to defeat the enemy and progress further in the game; this causes the player to be stuck in a loop in which they keep on dying, which results in the game having to be restarted and all progress being lost.
- Players getting stuck in terrain, or objects. Chiventure is currently a text-based game engine, this is not an issue we would have to worry about yet.
The most obvious solution would be to issue some kind of compiler warning if a game developer programs a scenario in which a player might not have the necessary skills or items to proceed further. The problem this poses is that the engine would have to somehow have some knowledge of the fact that progress cannot be made. This would entail checking all possible paths the player could take and realizing that the player cannot move closer to a game ending condition.
A rudimentary way in which this could be done is by checking if there are any options provided to the player that do not result in a "fail" condition, i.e. making sure it is always possible for the player to make at least one choice, even if they possess no items or skills.
Another way to escape a soft lock is to prevent the saving of the game (either manually by the player or through autosaving) during a situation where there is a very high chance of dying (for example, in a crucial battle). This can be achieved by adding an in-battle flag (possibly a bool) that prevents the saving of the game if it has the value of "true".
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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