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Player Class ~ Dependencies
GOALS
- Provide basic classes for game developers to utilize
- Provide framework for game developers to create their own classes in place of or in addition to our provided classes
- Work with rpg-battle team to implement specific combat statistics / effects for different classes
- Work with other teams to implement additional game functionality based on class, such as custom dialogue, custom NPC names, custom item usage, etc.
CHIVENTURE DEPENDENCIES
Action Management:
- From action_structs.h:
- KIND 1 ACTIONS : open, close, push, pull, turnon, turnoff, take/pick up, drop, consume/use/drink/eat
- KIND 2 ACTIONS : go/walk
- KIND 3 ACTIONS : use, put:
- Takeaway: these are the actions (so far) that we can vary based on class. If we want more we need to ask WDL
WDL
- Each item has an “action section”
- The range of these actions should change based on player class
- Takeaway: talk to WDL about how to vary actions based on class
Game State
- Player Module: creates character, modifies players inventory + attire, modifies health + game level
- Takeaway 1: Likely, playerstat will be passing our info to game_state for health, game level modification. Doublecheck this is happening
- Takeaway 2: Will need to ask Game State to include the additional characteristics we want in the player struct (but, then again, this might fall on playerstat)
CLI
- Takeaway: If we want game developers to be able to create their own classes, need to interface between CLI → playerstat → game_state
FUTURE DEPENDENCIES
5/2 rpg-battlesystems, playerstat meeting
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Overarching Structure of Dependencies: player-class (and a lot of other teams) tell player-stat how class modifies their info → pass to battle-systems, they will take care of how stats affect battle
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Takeaway: We need to inform playerstat what characteristics we need represented, pass to them in an instance of their own struct → playerstat will send to battlesystems and they need to implement actions
5/3 WDL meeting
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https://github.com/uchicago-cs/chiventure/wiki/What-WDL---will-look-like
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Modifying so that it’s easier to create actions than before/so it’s generally easier to modify WDL than before
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Takeaway: We need to tell them how actions need to be modified based on class
Yet to be determined: NPC, custom dialogue
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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