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Graphics ~ Feature Wishlist (Spring 2021 & Spring 2022)
This wiki page will go over what graphics needs that have been added to chiventure and what we have in mind for these needs for the future graphic developers to work on if they would like. This wishlist consists of three section of priority with the top priority being the main focus, medium priority can be worked on next, and the low priority which can be complete last once the other two sections have been fulfilled. Here in this wiki it will shows the last time this wiki page was last updated. What that means was the last time someone went through all of the wikis checking for graphic need. The priorities will be in a list format, but the there is no hierarchy from these list besides the headers. The list will include the what the graphic need is and what team it applies to.
April 25, 2022
Top Priority:
- Game Items
- Example: Table, stick, wand, apple
- TEAM: Action Management
- Inventory Graphic showing Players/NPC items
- Example: Minecraft(X amount of boxes showing usable items, call inventory to see each item in their own box)
- TEAM: Action Management/NPC
- Drawing rooms based on chiveture file
- Example: Taking connected rooms example and making a map of 3 rooms connected then having 3 different images for each room
- TEAM: Graphics
- Items size and feature based on DSL
- Example: From DSL short: A green salad. long: A side salad.
- TEAM: DSL
- Updating map to go with Quests
- Example: Taking a quest from RPG quest and have a star or some effect on the map symbolizing where the quest takes you
- TEAM: RPG Quest
- NPC Dialog graphic
- Example: Text box with their name, air bubbles, ect.
- TEAM: NPC
- NPC Players (How they look based on player.h)
- Example: Takes NPC id code and makes a big red ogre who wields a bat
- TEAM: NPC
- Player Attack Graphic
- Example: Maybe something such as Pokemon Fight, Bag, Pokemon, Run graphic
- TEAM: RPG Battle/Action Management
Medium Priority:
- Player class (monk, knight, healer, ninja, etc.) with different skills/stats correlating to different looks based on class_t struct
- Example: Knight having a sword, healer having a staff, and ninja with shuriken
- TEAM: RPG Player Class
- Player race (human, orc, elf, etc.) graphic
- Example: Orcs, being a different color such as green and big, elves being smaller with pointy ears
- TEAM: RPG Player Class
- Player stats, such as health, experience, speed, attack, mana, stamina, charisma, etc. graphic expressing these
- Example: Health bar that can go from 0 to 100%, experience bar with given level, and player card showing the other stats and their numbers
- TEAM: RPG Player Class
- Player Skill trees
- Example: RPG has visual examples here https://github.com/uchicago-cs/chiventure/wiki/Skill-Trees-~-Components-of-Exemplary-Skill-Trees
- TEAM: RPG Skill Tree
- Tying Player movement with Action Management
- Example: If action line say move forward, the graphic of player moves forward as well
- TEAM: Action Management
- Modify weapons or items and have their graphics correlate with the given change
- Example: If weapons has an ice upgrade have snowflakes or icicles hanging off it
- TEAM: Custom Actions
- Item movement/animation
- Example: CS:GO knife spinning animation, knife moving with the character running
- TEAM: DSL/WDL
- Multiclassing, graphic showing base stats, graphic of what each class contains
- Example: Dark Souls classes, shows what the character looks like and it's stats
- TEAM: RPG Player Class
- Have graphics correlate to what the open world is
- Example: Adventure: Outside environment Indoor: In a building Battle: On/In Battle field/arena
- TEAM: RPG Open World
Low Priority:
- Have a healing animation or animation of taking damage from Heal/Harm NPCs
- Example: Green particles appear around character when healed, Red when player takes damage
- TEAM: NPC
- Corpse of NPC graphic
- _Example: Laying on ground, flies, decaying, ect. _
- TEAM: NPC
- Reward/Quest completion animation
- _Example: Have character spin and hold up completed quest, turn to into reward _
- TEAM: RPG Quests
- Animation of types of skills (fire, light, water, etc.) can interact with compatible objects
- _Example: Burns away bramble with a fire-type weapon; freezes an object with an ice-type weapon _
- TEAM: RPG Skill Trees
- Player Skill trees graphic updating with skills leveling up, leveling up animation
- _Example: Have used skills bright, brighten up pathway to next skills where they are dark in color because they haven't been earned yet _
- TEAM: RPG Skill Tree
- Player Attack/Combat Animation
- Example: Swing a sword, pulling back an arrow, arrow flying, fireball flying, ect.
- TEAM: RPG Battle
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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