-
Notifications
You must be signed in to change notification settings - Fork 13
RPG Collaboration
5/2 rpg-battlesystems, playerstats, playerclass notes (Celia Anderson, Carlos Azpurna, Simren Kshetrapal, Sophie Veys)
Overarching: player-class (and a lot of other teams) tell player-stat how class modifies their info → pass to battle-systems and that affects battle
Player Classes Passing down player class info (either from player or game developer) to player stat + battle for implementation To Do: Give player stat our base stats so they know to put this in their struct Work with player stats to allow custom class/stat specification (eventually) Player Stats HP, XP in the game Developers can implement custom stats (won’t act on battles?) For ex. certain speed → variation of stats Functions like level_up, add_xp → battlesystems will take those functions and use in battle
Battle Systems Weakness and resilience -- rgp-playerclass asked for addition of specification based on class → rgb-battlesystems will develop If they don’t exist, go as is
Notes from readme.md Game State *can move room *player module *create new players *access and modify player attire + inventory *access and modify player traits such as health + game level *room module *create new rooms *add rooms to the struct containing all the rooms in the game *access + modify the inventory of the room *access traits of the room such as its descriptions and possible paths *path module (connections among rooms) *create new paths *add paths to the struct containing all the paths or to a room *access the conditions that have to be satisfied to go through the path *item module *create items + attributes *modify + replace attributes *modify items
Design Docs: https://docs.google.com/document/d/1iOzDJk-O2FWKN3s9sUTLDqwotti80C5sub_TJV308q8/edit?usp=sharing https://docs.google.com/document/d/1HO7sIoHnzswylXVdYv223QvekvQbJMudRUaWdSHIPX0/edit?usp=sharing
-
Action Management
-
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)
-
Custom Actions
-
Custom Scripts
-
DSL
-
CLI
-
Enhanced CLI
-
Game-State
-
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
-
Linking the Libzip and Json C to chiventure on CSIL machines
-
Lua
-
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
-
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
-
Player Class
-
Player
-
Quests
-
Rooms
-
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
-
Sound
-
Stats
-
WDL