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Overview NPCs in context to Custom scripts
All links to the design of the NPC documents are at the bottom of this document.
The NPC team as of now, plans to divide NPCs into three major categories.
1. Hostile
2. Friendly
3. Merchant
implementations being planned by the NPC team:
1. Give/take NPCs – For example- giving a random number of gold coins
2. Heal/Harm NPCs – Increasing/decreasing a players health
3. Corpse of NPC – to be dropped when the health <=0
NPC Module overview:
Planned struct for NPC
typedef struct npc {
UT_hash_handle hh;
char *npc_id;
int health;
dialogue_tree_hash_t *dialogues;
item_hash_t *inventory;
} npc_t;
npc_t functions
• npc_new
• npc_init
• npc_free
• get_health and change_health (borrow from player.h?)
• get_inventory (borrow from player.h?)
The three components that I think are particularly relevant to custom scripts are :-
1. Health – Using custom scripts to modify the health levels of an NPC. For eg:- Killing of an NPC by making health = 0, or resurrect a character back to life by making health > 0. There could also potentially be a modification of health levels, lets say from 3 to 5. However, for this we would have to check further with the teams as they proceed.
2. Dialogue – Use custom scripts to modify the dialogue. A basic example being saying “Hi” instead of “Hello”. The NPC team plans to implement this using something called Branching dialogue, where the NPC provides a player with a few options to choose from. Once a player chooses an option, the dialogue tree advances and the NPC generates an appropriate follow-up question. Details of this are in a link at the ends of this document. Essentially, custom-scripts in this case could be used to modify the list of options available to the player at a particular level of the dialogue tree.
3. Custom-scripts could be used to modify the inventory given by an NPC, such as the number of gold coins
Below are some helpful links from the NPC team that I have referenced from for this document
1. Contains an overview of the NPC planning from team NPC
https://github.com/uchicago-cs/chiventure/wiki/NPC-Design-and-Planning
2. Contains overview for the branching dialogue, in which a player chooses from various dialogue options available
https://docs.google.com/document/d/1Spzbc8UwZFTfwSKW1F6798EveGqcn-vX-kmCl5YR6pU/edit
3. Possible NPC designs
https://docs.google.com/document/d/1g5NAXelgCi4JqmNQ2aAC_t-eAh8PnLgcUzSfG42Qmo4/edit
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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