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| 1 | +#+title: Design |
| 2 | +#+author: William Emfinger |
| 3 | +#+date: <2022-04-10 Sun> |
| 4 | + |
| 5 | +* Overall Design |
| 6 | +** World |
| 7 | +The world within the game is separated into sections of differing scale: |
| 8 | +*** Overworld |
| 9 | +The largest scale map (hence only the largest scale features show, and the |
| 10 | +characters within the map are the smallest scale). The overworld scale is |
| 11 | +approximately such that the characters are only 3 blocks tall. The overworld is |
| 12 | +also potentially unbounded - meaning at this scale the player can go anywhere |
| 13 | +and it is not a fixed camera. While travelling around the overworld, the player |
| 14 | +may find places (towns, caves, points of interest) which can be entered - then |
| 15 | +taking the player into a fixed local map of lower scale (smaller scale features |
| 16 | +show). |
| 17 | +*** Local Map |
| 18 | +The local map consists of a subset of the map, with bounded extents and in which |
| 19 | +the player character is approximately double the size (5-8 blocks tall). Within |
| 20 | +this map, the player may find places (houses, cave rooms, etc.) which can be |
| 21 | +entered - then taking the player into a fixed interior map of lower scale |
| 22 | +(smaller scale features show). |
| 23 | +*** Interiors |
| 24 | +The interior map is the smallest scale map (smallest features show) and is |
| 25 | +reserved for when the player needs to interact with / see very fine features. It |
| 26 | +usually represents the interior of houses, cave rooms, and potentially very |
| 27 | +specific points of interest within a map (e.g. under a bridge). |
| 28 | +** NPCs |
| 29 | +All NPCs have some basic characteristics, stats, and behaviors: |
| 30 | +- Goal points with path planning |
| 31 | +- Health, Stamina, Fear, Magic, Status(es) |
| 32 | +- Item & Environment interaction |
| 33 | +- Equipment / items / Droppables |
| 34 | +- Interaction with other NPCs and player character |
| 35 | +- Possessable: they can be controllable by other characters / players |
| 36 | +NPCs can come in a variety of types with different customizations between them: |
| 37 | +*** Animals |
| 38 | +Animals are NPCs which randomly wander around, may forage for food, can be |
| 39 | +killed for food, and can be frightened (by player or other NPCs). They can |
| 40 | +additionally be interacted with by the player in various ways (e.g. feeding, |
| 41 | +petting, etc.) |
| 42 | +*** Friendlies |
| 43 | +*** Foes |
| 44 | +*** Neutrals |
| 45 | +** Items |
| 46 | +*** Interactible (chests, doors, etc.) |
| 47 | +*** Foragable (mushrooms, plants, rocks, etc.) |
| 48 | +*** Droppable (health, meat, weapons, armor, etc.) |
| 49 | +*** Holdable (weapons, torches, etc.) |
| 50 | +** Status Effects |
| 51 | +*** In-world / Area of Effects (weather, spell, etc.) |
| 52 | +*** Applied (buff, drain, etc.) |
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