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WIP #40 detailing out some of the gameplay systems and how they may work.
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design.org

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

devlogs.org

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- [ ] Add Tam Model
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- [ ] Add pen door model (for sheep / horse pen)
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* Week of 2022-04-10
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- [x] Work on game design document to detail out some of the systems
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* Week of 2022-04-03
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- [x] Break apart voxel scene into different models

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