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Stats ~ Requirements Doc Draft 1
What are Stats?
Stats are a specific set of variables (like hp) associated with objects in the game like players and NPCs. The value of these variables can affect gameplay through combat, and possible actions (and perhaps other ways). All Stats have a current value, and some of a maximum value (like hp), both of which can be changed throughout the game. As of now, some Stats will come with chiventure built games no matter what, though we hope to later implement Developer-specified stats in addition to the prepackaged stats.
Basic Stats vs Custom
Basic Stats (hardcoded) Developer can specify the following things:
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HP/max HP
- Starting Values
- What things Increase/Decrease HP (eg. items, rooms, actions, level)
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XP/Level (level is just a function of XP)
- Experience curve (i.e. how much XP per level)
- What/how much things give XP (items, entering rooms, having completed certain actions)
- Effects on other stats? (e.g. leveling up gives ability to increase other stats)
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Other stats (pending requests from battle/classes teams, and any other teams that have a stat they’d like in the game)
- Starting Values
- What things increase/decrease these stats
- Do these stats have a Max? Or are they depletable
Custom: Dev. Can specify:
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What are the Stats in the game? what/who has these stats?
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How starting values are set
- Ex. different classes have different starting values?
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Things that affect Stat
- Temporary effect vs permanent (*probably through the choice of using some level up mechanism or status effect)
- What/how: Items, Rooms, Statuses
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Things that Stats affect 1.Whether certain actions are possible (Ex. can only push rock if strength>15) 2.Other stats (ex. Hunger at 0 causes health to slowly deplete)
Some internal requirements/to does:
- Need to figure out data structure we’re using to store stats
- One possibility: storing the stats in a stats struct that would also be included in the player struct in player.h?
- Need to store current value of stat and MAX value
Some early interface requirements (for other teams that use stats)
- Modify_stat(Player* p, Stat s, int i) (need to distinguish max vs current somehow)
- Get_Stat(Player* p, Stat s)
Other
Players should be able to look at Stats somehow
A message should print whenever a Stat (Max or current) is changed
After meeting with battle/class team, they told us they would provide us with a list of basic stats they would like 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