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Graphics ~ Graphics Sandbox
In Spring 2022, the Graphics team decided to focus its efforts not on the existing code of the Chiventure gui, but, with inspiration from previous work and a new vision for the game, develop a foundation in the team sandbox for future years.
The 2022 team identified a number of issues with the current codebase:
- The code is difficult to read
- Documentation is ambiguous
- The code is inflexible and unfriendly to adapations
- There are few / limited opportunities for growth and development
The Graphics team has expanded the horizons of the Chiventure UI in the following ways:
Description: Please refer to the GDL wiki tab for more elaborate documentation. In a nutshell the Graphical Description Language is to the GUI what the WDL is to the Game-State. In other words, the GDL allows the author to specify HOW items in the world are displayed and conveyed.
Future Directions: The GDL file currently supports very few features as of now but has a wishlist of game elements that could use author customization. The statistics feature has some progress to it, but will require completion. Moreover, there are infinitesimal ways in which the author can specify graphical elements of their game. It is up to you to imagine what they might want to include and how to facilitate that.
The inventory module currently supports a custom size (ie the author can specify the number of rows and columns they want for their inventory) as well as a color for the inventory background. One aspect of the inventory that has not yet been figured out is how authors can customize graphical displays of elements in the inventory through the GDL. This is one immediate next step. Another is how to continuously update the inventory pop-up window, so that once updates occur revolving the game state, they are directly reflected in the inventory rather than requiring the user to fire up a new window.
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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