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Player Class ~ Player Class NPC Integration
This document will cover how Player Classes can be integrated with the NPC module. While the NPC team is responsible for the design of the NPC structs, the Player Class - Battle Integration team will make certain design choices for what types of classes NPCs can have and what effects they bring. The following document basically covers:
- A new NPC basic class
- Dialogue integration with class
- Battle integration with class
- Movement integration with class
- npc.h
- dialogue.h
- npc_battle.h
- npc_move.h
We plan to prefab a new NPC class for ordinary, boring NPCs. The class will have pretty standard statistics for everything. It will be useful to assign NPCs a class when game designers don't want to fully flesh out each NPC's character.
Additionally, we plan on having class affect NPC inventory sizes/weights/contents.
- We'd like to create the function
class_interaction
that provides a simple metric of how different classes interact. Dialogue trees will be determined by that. - Example: a warrior and a wizard might not get along, this value will be calculated by class_interaction, like
class_interaction(wizard, warrior) = BAD
. - This list could be provided by the JSON, and this defaults to all neutral interactions. This would need coordination with the WDL team.
- At the very least, have the player’s and/or NPC’s class have an impact on dialogue.
- Change NPC health based on class
- Change NPC stats based on class
- Change NPC difficulty, hostility, and surrender level based on class
- Implement NPC’s using class-determined skills
- Potentially implement multiclass skills (this part actually needs to be added within playerclass module) or unique skills for NPCs
- Modify
npc_move_time.time
to include a modifier of the time an npc spends in a room based on the speed stat (and potentially eventually inventory weight) given by the class - Change type of movement (definite/indefinite) or path of movement based on class
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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