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Graphics ~ GDL
The Graphical Description Language (GDL) system in Chiventure allows for game developers to customize aspects of how the game is graphically. This file is seperate from the WDL (World Description Language) file, but follows a similar JSON format for ease of use.
Each file will begin with a "Display_Dimensions" and "Camera" object to define the width and height of the pop-up screens and camera view that will display information. Each proceeding object must concern one of the following player characteristics: CLASS, EFFECTS, INVENTORY, MOVES, SKILLS, STATS.
Unspecified objects will have built-in default settings. Support currently exists only for STATS and INVENTORY customizations
Display of players current inventory (with images and names). The game supports the following customization of the inventory:
- Row
- Column
- Color
The game supports the following customization for statistics:
- On-screen statistics:
- Corner: which corner of the screen they will be listed
- These are limited to: Top Left, Top Right, Bottom Left, Bottom Right
- Names and Order: The titles of the statistics as they appear on screen
- These are limited to statistics specified in the WDL file
- The vertical order in which statistics will be represented
- Mode: How the statistic will be reported
- Options include: numerical, geometrical, or graphical as specified by an image
- Corner: which corner of the screen they will be listed
Display of text input box. The game will support the following customization of the input box (height, width, color).
Display of moves available to user and how the author can customize it is subject to a future endeavor
Display of effects available to user and how the author can customize it is subject to future design and implementation.
Display of moves available to user and how the author can customize it is subject to future design and implementation
Display of skills available to user and how the author can customize it is subject to future design and implementation.
Display of map to user and how the author can customize it is subject to future design and implementation.
{
"Display_Dimensions":
{
"width": 800,
"height": 500
}
"Camera":
{
"width": 400,
"height": 250
}
"Inventory":
{
"rows": 3,
"columns": 4,
"color": Red
}
"Map":
{
"Corner": "Top Left",
}
"Statistics":
{
"Corner": "Top Right",
"Names": [
"Health": 1,
"xp": 2
]
"Mode": [
"Graphical"
"Numerical"
]
}
}
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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