From 9d7ab27da744d741e1b8cadae8511e134e584a4a Mon Sep 17 00:00:00 2001 From: austin Date: Sun, 11 Aug 2024 22:33:42 -0400 Subject: [PATCH] more documentation --- .../highlevel-design/highleveldesignindex.md | 1 + .../topleveldesign/gameloops.md | 19 ++++++++++++++ .../topleveldesign/pillars.md | 25 +++++++++++++++++++ .../topleveldesign/topleveldesign.md | 6 +++++ docs/src/progress/currenttarget.md | 6 +++-- 5 files changed, 55 insertions(+), 2 deletions(-) create mode 100644 docs/src/highlevel-design/topleveldesign/gameloops.md create mode 100644 docs/src/highlevel-design/topleveldesign/pillars.md create mode 100644 docs/src/highlevel-design/topleveldesign/topleveldesign.md diff --git a/docs/src/highlevel-design/highleveldesignindex.md b/docs/src/highlevel-design/highleveldesignindex.md index 71b3738f..b6fe368a 100644 --- a/docs/src/highlevel-design/highleveldesignindex.md +++ b/docs/src/highlevel-design/highleveldesignindex.md @@ -3,6 +3,7 @@ Discussion of, at a high game-design level, how everything should work and connect together [TOC] +- @subpage topleveldesign - @subpage biomesindex - @subpage macroWorldPartitioning - @subpage terraingenerationideas diff --git a/docs/src/highlevel-design/topleveldesign/gameloops.md b/docs/src/highlevel-design/topleveldesign/gameloops.md new file mode 100644 index 00000000..7f5e451d --- /dev/null +++ b/docs/src/highlevel-design/topleveldesign/gameloops.md @@ -0,0 +1,19 @@ +@page gameloops High Level Game Loops + +Core Game Loops + +Quest loop: +1. Enter town +2. Form party for quest for nearby dungeon +3. Explore dungeon +4. Return to town and sell loot + +Town-building loop: +1. Mayor requests new public building +2. Player takes on a quest to get materials for the building +3. Once materials are gathered, construction corp builds the building + + + + + diff --git a/docs/src/highlevel-design/topleveldesign/pillars.md b/docs/src/highlevel-design/topleveldesign/pillars.md new file mode 100644 index 00000000..e1ce813c --- /dev/null +++ b/docs/src/highlevel-design/topleveldesign/pillars.md @@ -0,0 +1,25 @@ +@page pillars Design Pillars + + +Mechanically satisfying gameplay + + +Satisfying Audio + + +Detailed NPCs + + +Consistent Lore + + +Non-repetitive world generation + + +Living world + + +Agency + + + diff --git a/docs/src/highlevel-design/topleveldesign/topleveldesign.md b/docs/src/highlevel-design/topleveldesign/topleveldesign.md new file mode 100644 index 00000000..06ece33a --- /dev/null +++ b/docs/src/highlevel-design/topleveldesign/topleveldesign.md @@ -0,0 +1,6 @@ +@page topleveldesign Top Level Design + +[TOC] +- @subpage pillars +- @subpage gameloops + diff --git a/docs/src/progress/currenttarget.md b/docs/src/progress/currenttarget.md index c4c35c5c..72444f75 100644 --- a/docs/src/progress/currenttarget.md +++ b/docs/src/progress/currenttarget.md @@ -1,10 +1,11 @@ ++ client fires up and there's a menu that takes you to the demo + Demo menu + spawn into the world + there is a sword lying on the ground + when you grab the sword, a tutorial popup appears to tell you how to use in + on clearing the tutorial, continue the game when the sword is equipped, create another popup to teach sword controls. it pauses the game + when popup is accepted, spawn an enemy with an effect enemy ai - review effects review combat code (lifestate, damage calculation, etc) - Allow block hotboxxes to block damage audio fx for everything @@ -17,5 +18,6 @@ Hitboxes between server and client feel wayyyy off + bug fixes - + On attack, the server weapon does not swing (it instead stops aligning) + The server does not interrupt attack on animation end