diff --git a/design.org b/design.org new file mode 100644 index 00000000..a735113c --- /dev/null +++ b/design.org @@ -0,0 +1,52 @@ +#+title: Design +#+author: William Emfinger +#+date: <2022-04-10 Sun> + +* Overall Design +** World +The world within the game is separated into sections of differing scale: +*** Overworld +The largest scale map (hence only the largest scale features show, and the +characters within the map are the smallest scale). The overworld scale is +approximately such that the characters are only 3 blocks tall. The overworld is +also potentially unbounded - meaning at this scale the player can go anywhere +and it is not a fixed camera. While travelling around the overworld, the player +may find places (towns, caves, points of interest) which can be entered - then +taking the player into a fixed local map of lower scale (smaller scale features +show). +*** Local Map +The local map consists of a subset of the map, with bounded extents and in which +the player character is approximately double the size (5-8 blocks tall). Within +this map, the player may find places (houses, cave rooms, etc.) which can be +entered - then taking the player into a fixed interior map of lower scale +(smaller scale features show). +*** Interiors +The interior map is the smallest scale map (smallest features show) and is +reserved for when the player needs to interact with / see very fine features. It +usually represents the interior of houses, cave rooms, and potentially very +specific points of interest within a map (e.g. under a bridge). +** NPCs +All NPCs have some basic characteristics, stats, and behaviors: +- Goal points with path planning +- Health, Stamina, Fear, Magic, Status(es) +- Item & Environment interaction +- Equipment / items / Droppables +- Interaction with other NPCs and player character +- Possessable: they can be controllable by other characters / players +NPCs can come in a variety of types with different customizations between them: +*** Animals +Animals are NPCs which randomly wander around, may forage for food, can be +killed for food, and can be frightened (by player or other NPCs). They can +additionally be interacted with by the player in various ways (e.g. feeding, +petting, etc.) +*** Friendlies +*** Foes +*** Neutrals +** Items +*** Interactible (chests, doors, etc.) +*** Foragable (mushrooms, plants, rocks, etc.) +*** Droppable (health, meat, weapons, armor, etc.) +*** Holdable (weapons, torches, etc.) +** Status Effects +*** In-world / Area of Effects (weather, spell, etc.) +*** Applied (buff, drain, etc.) diff --git a/devlogs.org b/devlogs.org index 518a7128..87f1c647 100644 --- a/devlogs.org +++ b/devlogs.org @@ -27,6 +27,10 @@ - [ ] Add Tam Model - [ ] Add pen door model (for sheep / horse pen) +* Week of 2022-04-10 + +- [x] Work on game design document to detail out some of the systems + * Week of 2022-04-03 - [x] Break apart voxel scene into different models