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Skill Trees ~ Potential Integration with existing WDL
The existing WDL system supports only three objects: the game object, rooms, and items. More information on WDL can be found in this write-up. The WDL system implies a few ways in which interactions with rooms and with items can support some of our initial conceptions of what skills users ought to have.
This section gives a high-level description of how certain skills can be implemented in the WDL system. For reference, this document describes broadly our intentions and this document describes common skills that we might like to implement.
Skills that must be learned in order for a user to be able to access certain rooms and items.
Rooms have a 'connections' attribute, a list of rooms that can be entered from the current room. Such a list may be able to be manipulated in order to prevent a user from accessing certain rooms until they have progressed far enough in a certain skill tree. This may require collaboration with the WDL team to alter "locked rooms" and other restrictions.
Items have an 'actions' attribute, a list of available actions that the user can perform on / with the item. Adding skill-specific actions to this attribute can allow us to create skills that transform items, expend items, etc.
It may be prudent for there to be certain items that bestow experience / skills. For example, reading a skill book, uncovering treasure, etc. provides the user with a skill.
This section gives a high-level description of how certain skills cannot be implemented in the WDL system until the system is improved in some capacity.
Combat skills ought to affect objects that represent enemies and / or other players. Since the WDL does not support these objects as of yet, these skills must be implemented in collaboration with WDL / WDL++ teams and other RPG teams such as NPCs and Battle Management teams.
In order for players to learn skills, gain experience, etc., it may be prudent for there to be certain rooms that bestow story-based / progression-based skills. For example, progressing to a certain point in the story or to a certain area unlocks certain skills for the users. Unsure of how this can be implemented in the existing WDL, as Rooms do not have any attribute that interacts explicitly with the user.
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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