-
Notifications
You must be signed in to change notification settings - Fork 12
Open World ~ Designing approach for static integration into chiventure
Last sprint (see wiki for more details), we decided to work on a static approach (as part of a multi-method approach) to integrate openworld into chiventure. The rationale for this is quite simple: it has the fewest working components and thus would be the fastest to implement.
Autogeneration is simply the alteration of which room specifications are added to the game struct to create a unique map/environment. Chiventure already has a parser that allows it to load a game struct from a WDL file. Our static integration of openworld would merely provide an alternative way of loading the game.
The openworld module relies on a struct called gencontext_t to organize the information needed for generation. Currently, openworld relies on hardcoded defaults in default_rooms.c and default_items.c to create gencontexts. To allow openworld auto generation to occur during game setup, we need to be able to automatically generate a gencontext from the WDL file–– i.e. add more parser functionality.
We compared the fields of gencontext and the objects that can be specified in WDL to see which data types need support.
typedef struct gencontext { path_t *open_paths; int num_open_paths; int level; speclist_t *speclist; } gencontext_t;
path_t *open_paths and int num_open_paths:
…are actually not yet used by openworld functions, but we hope to use them to generalize path generation. We envision using open_paths as a set of all possible path values; future algorithms would then extract from this set to add paths to rooms.
Since open_paths is a set, we need a new parsing method that ignores repeated path instances in the WDL file. Alternatively we can create a new WDL format that allows us to specify this set of unique paths in file, which would more directly translate into open_paths.
int level: (player level)
…can be accessed as a field in the player_t struct for which parsing is supported. We use it to generate maps of variable difficulty that correspond to player stats–– see level_oriented_generation issue for more info.
speclist_t *speclist
…speclist_t, which is a list of roomspec_t structs, is essentially a verbatim copy of room specification in WDL. Parsing would be very similar to the existing method used for adding rooms.
Besides initializing gencontext fields, we hope to be able to specify generation method in the WDL file in anticipation of new generation methods that we might add (e.g. dynamic generation, which allows the map to evolve throughout gameplay).
So far, we’ve provided a very general overview of our integration approach. Ideally, we would have looked more closely at the specifics of parsing to include more details (e.g. outline basic modules/functions).
However, we have been informed that game-loading is about to be revamped. Since the parsing implementation will likely change, we should postpone these considerations to a later sprint.
-
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