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NPC ~ NPC Demo Design Document
In past years, the demos seemed to have separate examples for dialogue, movement, and battle integration. This year, we would like to create an integrated demo that incorporates all four sub-teams dialogue, action management, movement, and battle integration. The scenario we've currently drawn out roughly looks like this:
- NPC wandering on an INDEFINITE path with CONDITIONAL_FRIENDLY hostility_level. (movement)
- Player could exchange items with the wandering NPC. (action_management)
- Player comes up and converses with the NPC. In the process, their tone becomes negative which provokes the NPC. (dialogue)
- This triggers a battle between player and NPC. (battle_integration)
- Demo ends showing the results of the battle and transferring items from NPC to player in the case the NPC loses.
To showcase our improvements to movement, we will set up a set of rooms that resemble places on campus (tentative) and have both static NPCs in rooms and a wandering NPC. The rooms will include locations like the Reg, the Quad, Crear, etc.
The main things we want to showcase through dialogue would be the NPC provocation implementation via the tone_t
struct as well as dialogue-initiated actions like GIVE_ITEM
and TAKE_ITEM
. We will create a merchant NPC with a multitude of items
The NPC will have the following items:
- Health Potion
- short_desc: "A simple potion"
- long_desc: "A simple potion that restores 10 HP"
- in: "Merchant's Shop"
- actions:
- Golden Sword
- short_desc: "A golden sword."
- long_desc: "Unused and shining. Looks very sharp"
- in: "Merchant's Shop"
- actions: ""
- Iron Pickaxe
- short_desc: "An iron pickaxe."
- long_desc: "A little worn. Might not last long."
- in: "Merchant's Shop"
- actions: ""
- Iron Helmet
- short_desc: "An iron helmet."
- long_desc: "Seems durable. Would protect you in a fight."
- in: "Merchant's Shop"
- actions: ""
- Merchant's Necklace
- short_desc: "The merchant's necklace."
- long_desc: "Kept within a box on his desk. He would get very angry if you took it."
- in: "Merchant's Shop"
- actions: ""
Since the TRADE
action likely will not be implemented, let's say NPC is willing to give anything in exchange for Player's "Rare Bow" item.
- Rare Bow
- short_desc: "A rare bow."
- long_desc: "A rare bow you found while exploring."
- in: "Merchant's Shop"
- actions: ""
The player will give the bow and the NPC will allow the player to select an item they want. Selecting any normal item will maintain the NPC as FRIENDLY. But trying to take the Merchant's Necklace will aggravate the NPC and initiate a battle.
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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