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Skill Trees ~ Integration of a Leveling System
- Upon successful completion of a quest, player receives a certain amount of points, having a minimum number of which would allow them to proceed to the next level
- A formula for the growth of points is required (does it grow exponentially? linearly? what formula would make the game more challenging?)
- Each level would then contain a different set of skills, that the player would 'unlock' once they reach the level by earning the desired number of points
- One limitation of adding a leveling system is that the player loses the psychological motivation when they get no real advantage for leveling up (if their reward for earning 5 points and 5000 points (let's say, leveling up by one) is the same, then they won't be motivated enough to continue playing the game).
- This can be fixed through scaling, making it harder to unlock new levels (for ex, an exponential points system would be more effective than a linear one)
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Integration with Player Classes, skill leveling is dependent on the skill tree that the player class possesses.
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Skill Prerequisites - Need to be able to restrict the ability for certain skills to be leveled until character reaches a certain level, in which the skill is able to be unlocked.
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Adding a struct within the skill tree functions, that takes in the player current level, this int structure will allow for the skill to be either leveled or not. If the prerequisite is not at the restricted value, the player will receive a message that they do not have the ability to level up the skill until they reach that level.
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Leveling opportunities for each skill: skills to be leveled up multiple times in a linear progression, as each leveling increases the strength of the skill or the amount of attributes provided. Max_level currently allows for the number of times a skill can be upgraded, but we were thinking of adding functionality of linear progression.
Current skill level struct: skill_t* skill_new(sid_t sid, skill_type_t type, char* name, char* desc, unsigned int max_level, unsigned int min_xp,skill_effect_t effect).
CHANGE TO skill_t* skill_new(sid_t sid, skill_type_t type, char* name, char* desc, unsigned int max_level, unsigned int min_xp,skill_effect_t effect, unsigned int prereq_level).
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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