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Battle ~ Demo ~ Design Document
The goal of this demo is to highlight the different components of battles we have made this year. This includes run_turn_components, move_t, stat_t, battle_item_t, and battle_equipment_t. We will be adapting the old examples to showcase this demo. To do this, we will need to add new fields, add more example data structures and implement the run_turn_component.
As we would like to showcase our run_turn_component and the flexibility it offers the game designer, we would like to set the turn component list to have 2 turn components. For the first turn component, a user can choose between using an item or doing nothing. For the second turn component, a user can choose between using a move or an item. This way, we will be able to show how a game designer can make a turn as many actions as they want.
We will offer two battles in this demo. one battle will feature battle equipment and the other will not. In one battle, the player will have access to the moves "life drain" and "shadow ball" and the enemy will have access to "Power Up Punch". In the other, the player will have access to the moves "sword's dance" and "piercing jab" and the enemy will have "Focus Blast" and "Flame Charge". Battle equipment will be assigned when we implement.
This will showcase a debuffing "attacking" item
- name: "Smoke Bomb"
- description: "Prevents the enemy from seeing, decreasing their defense and accuracy"
- stat_changes: decreases a targets phys_def, mag_def, and accuracy
This will showcase an item that buffs a user while also debuffing them
- name: "Berserk Potion"
- description: "Makes the user go berserk, losing all sanity. Increases all attack stats but decreases all defense stats"
- stat_changes: increases a users phys_atk, mag_atk, and crit. decreases a users phys_def, mag_def.
This will showcase an item that effects SP cost
- name: "SP Restore"
- description: "Restores the user's SP."
- stat_changes: restores a user's sp by 20.
This will showcase a move that is a stat changing move that effects both a user and an opponent
- name: "Life Drain"
- sp cost: 0
- accuracy: 100
- description: "Drains the enemy hp and adds it to the user"
- type: stat changing move
- stat_changes: decreases a targets hp, increases user's hp
This will showcase a physical attacking move that does damage and changes the opponent's stats
- name: "Piercing Jab"
- sp cost: 0
- accuracy: 100
- description: "The user lunges towards the enemy, piercing their flesh, decreasing their defense"
- type: PHYS damaging move that changes opponent's stats
- stat_changes: decrease a targets phys_def
This will showcase a physical attacking move that does damage and changes the user's stats
- name: "Flame Charge"
- sp cost: 0
- accuracy: 100
- description: "The user surrounds themselves in flames and tackles the opponent, raising their speed"
- type: PHYS damaging move that changes user stats
- stat_changes: increase user speed
This will showcase a move that solely increases a user's stats
- name: "Swords Dance"
- sp cost: 0
- accuracy: 100
- description: "The user dances with swords, raising their attack"
- type: stat changing move
- stat_changes: increase user phys_atk
This will showcase a physical attacking move that does damage and changes the user's phys_atk
- name: "Power Up Punch"
- sp cost: 0
- accuracy: 100
- description: "The user powers up their fist and punches the opponent, raising their physical attack"
- type: PHYS damaging move that changes user stats
- stat_changes: increase user attack
This will showcase a magical attacking move that does damage and decrease the opponents mag_def
- name: "Shadow Ball"
- sp cost: 10
- accuracy: 100
- description: "The user gathers dark shadow energy into a ball and sends it to the opponent, decreasing their magical defense"
- type: MAG damaging move that changes opponent's stats
- stat_changes: decreases users mag_def
This will showcase a magical attacking move that does damage and has a lower accuracy rate
- name: "Focus Blast"
- sp cost: 10
- accuracy: 70
- description: "The user concentrates gathering their energy into a ball and fires it to the opponent"
- type: MAG damaging move
- stat_changes: none
- name: "Zenith"
- equipment type: weapon
- description: "A sword that's so sharp and well-forged that it increases the user's physical attack"
- stat_changes: increases user's physical attack
- This sword is an example of a weapon that increases a user's physical attack, showing that equipment can increase at least one stat.
- name: "Lunar Wand"
- equipment type: weapon
- description: "A wand that harnesses the power of the moon and increases the user's magic attack but decreases the max sp"
- stat_changes: decreases user's max sp, increases user's magic attack
- This wand is an example of a weapon that increases a user's magic attack, but will also decrease the user's max sp, making it a double-edged sword (or wand). This shows that equipment may cause harm to the user too.
- name: "Cape of Wisdom"
- equipment type: armor
- description: "A cape that is so wise it increases the physical defense, magical defense and sp of the user"
- stat_changes: increases user's physical defense, magical defense and sp
- This cape is an example of armor that can increase a user's magic and physical stats, as well as sp. This shows that equipment can increase many different stats.
- name: "Ninja Armor"
- equipment type: armor
- description: "A suit of armor that belonged to a famous ninja. It increases the user's physical defense, crit, and accuracy"
- stat_changes: increases user's physical defense, crit, and accuracy
- This armor is an example of armor that can increase a user's physical defense, crit, and accuracy, showing that equipment can change many different types of stats.
- name: "Razor Claw"
- equipment type: accessory
- description: "A claw that belonged to the chief of the cat tribe, making it super sharp. Increases the user's crit stat."
- stat_changes: increases user's crit
- This armor is an example of an accessory that can increase a user's crit stat, showing that equipment can increase at least one stat.
- name: "Omni Crown"
- equipment type: accessory
- description: "The crown that the omnipotent king of gods once wore. Will increase all of the user's stats."
- stat_changes: increases all of the user's stats.
- This armor is an example of an accessory that can increase all stats of a user, showing that equipment can increase all stats.
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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