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Discussion of, at a high game-design level, how everything should work and connect together
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[TOC]
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- @subpage topleveldesign
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- @subpage biomesindex
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- @subpage macroWorldPartitioning
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- @subpage terraingenerationideas
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19
docs/src/highlevel-design/topleveldesign/gameloops.md
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19
docs/src/highlevel-design/topleveldesign/gameloops.md
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@page gameloops High Level Game Loops
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Core Game Loops
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Quest loop:
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1. Enter town
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2. Form party for quest for nearby dungeon
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3. Explore dungeon
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4. Return to town and sell loot
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Town-building loop:
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1. Mayor requests new public building
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2. Player takes on a quest to get materials for the building
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3. Once materials are gathered, construction corp builds the building
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25
docs/src/highlevel-design/topleveldesign/pillars.md
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docs/src/highlevel-design/topleveldesign/pillars.md
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@page pillars Design Pillars
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Mechanically satisfying gameplay
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Satisfying Audio
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Detailed NPCs
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Consistent Lore
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Non-repetitive world generation
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Living world
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Agency
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@page topleveldesign Top Level Design
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[TOC]
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- @subpage pillars
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- @subpage gameloops
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+ client fires up and there's a menu that takes you to the demo
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Demo menu
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+ spawn into the world
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+ there is a sword lying on the ground
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+ when you grab the sword, a tutorial popup appears to tell you how to use in
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+ on clearing the tutorial, continue the game when the sword is equipped, create another popup to teach sword controls. it pauses the game
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+ when popup is accepted, spawn an enemy with an effect
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enemy ai
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review effects
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review combat code (lifestate, damage calculation, etc)
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- Allow block hotboxxes to block damage
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audio fx for everything
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Hitboxes between server and client feel wayyyy off
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+ bug fixes
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On attack, the server weapon does not swing (it instead stops aligning)
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The server does not interrupt attack on animation end
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