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Player Class ~ Class Demo Documentation
This page contains instructions for running the player class demo (as of the 2022 version), as well as information on how the demo works and is structured.
To run the demo, you first need to build Chiventure. Instructions for this step can be found on the README page.
Once Chiventure has been built, navigate to the chiventure/build folder. This is necessary to use the path to the WDL file used in the demo (../tests/wdl/examples/wdl/classes.wdl).
To create and run the demo, run this command in the terminal:
make examples && src/playerclass/examples/2022-demo
The two commands can be run individually, especially if the examples do not need to be remade.
Once the demo is opened, it will start by displaying the prefab class display. To view a player class' stats, enter its name. If an incorrect name is entered, the demo should indicate that the class was not found.
Once you are finished entering classes, just enter a newline to move to the next part of the demo.
The multiclass demo will open after the prefab class demo. To view a multiclass' stats, enter its name. If an incorrect name is entered, the demo should indicate that the class was not found.
Once you are finished entering classes, enter a newline to end the demo.
The demo is located in the chiventure/src/playerclass/examples folder, which contains the current demo (2022-demo.c
), past years' demos and helper files, and the CMakeLists.txt
file. If adding a new demo, make sure to add it into the CMakeLists.txt
to make sure it will create a new executable when run.
In 2022-demo.c
, there are helper functions for parsing, printing, and loading from WDL, and the demo_prefab_classes()
and demo_multiclasses()
functions, which create both of the processes shown above.
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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