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Battles ~ Wishlist
aliu65803 edited this page May 26, 2022
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As of our inheriting the RPG Battle System, this is the list of features that we would like to have implemented or considered at some point in the future, either for our iteration of this system or for future inheritors.
- Potentially support reloading mid-battle
- Implement the creation of custom moves and items building off of the move_t and item_t structs
- Support reverting item-based stat changes for things like temporary stat boosters that only take effect for the duration of the battle * Support for the temporary stats have been made, however the code has not been integrated with the rest of the currently existing code as of yet.
- Implement support for items to have effects beyond changing stats
- Implement moves potentially having effects beyond doing damage/preventing damage
- Create a framework for lasting effects such as status effects (ex: poison, paralysis, etc)
- See if WDL currently supports the battle framework, and if not, look into a collaboration
- More broad, generalized stats. Right now there exists the offense and defense stats only. (Custom dev created stat support)
- Similarly, look into spreading this so that items and moves can interface with said custom stats.
- Move use counters (I assume something like Pokemon's PP or perhaps a resource that using moves takes away from like Stamina)
Note that these are new wishlist items that should be considered along with the 2021 wishlist items.
- Auto battle mode, which will activate when a user inputs a certain command
- Full integration of sound effects (work with them to find a way to run the feature on non-CSIL devices)
- Multi enemy parties so the player can fight more than one enemy at a time
- Party battles so the player can play with other players or at least have ai part members
- Ability to change battle equipment during a battle
- When multi enemy parties gets implemented, moves that will target one enemy vs moves that will target multiple
- When party battles get implemented, moves that can heal/help multiple vs one person in the party
- Different classes playing specified roles in battle ex: a healer healing team members, a knight attacking the other enemies
- Different ways for battle ai to choose a move, especially now that different types of moves have been implemented
- Once multiplayer games become an option, a player should be able to battle other players
- A way for the player to flee a battle/surrender once hp goes below a certain percent
- Status effects would be a good place to start since we have now implemented a way to create a variety of moves, which can include some that cause/clear status effects.
- Autobattle is another great place to start since we now have a way to run a battle and have the ai choose a move for an enemy, meaning it shouldn’t be too difficult to do the same for the player.
- It will be cool to start with implementing multiple enemies since it is fairly simple to create enemy npcs, and it is now easier for users to input their desired actions with the numbered menu. This would open the door to a wider variety of multitarget move types. Adding npc allies would make battles more dynamic by introducing team strategy/synergizing.
- We can add more info about the actions that are displayed in a menu (i.e. damage types, SP cost, etc), allow players to select targets, navigate backwards in the menu, etc.
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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