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@page highleveldesignindex High Level Game Design
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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 biomesindex
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- @subpage macroWorldPartitioning
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@ -9,3 +11,5 @@
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- @subpage creaturesindex
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- @subpage macrosimtimeline
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- @subpage narrativemanager
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- @subpage itemsindex
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- @subpage puzzleindex
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169
docs/src/highlevel-design/items/itemcategories.md
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docs/src/highlevel-design/items/itemcategories.md
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@page itemcategories Item Categories
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raw materials categories
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- ores
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- stone
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- dirt
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- fluids
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- plant materials (fruits, roots, stems, fibers, leaves, sap, liquids, flowers, seeds, logs, pollen, branch)
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- minerals (eg crystals)
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- gases
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- animal products (milk, meat, furs, leather, wool, sinew, organs, bones, shells, eggs, honey, feathers, mandibles/teeth, horns)
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equippable items
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- clothing
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- armor
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- shields
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- weapons
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- hand tools
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- utensils
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- jewelry
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consumables
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- medicine
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- poison
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- augments/positions that don't heal
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- food
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- cheese
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- prepared meet
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- noodles
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- grains/rices
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- drinks
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- SOME raw plant materials
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- SOME raw animal products
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Music instruments
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- Horn
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- Piano
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- Guitar
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- Lute
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- Lyre
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- Harp
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- Accordion
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Weapons, Melee
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- Sword & variants
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- Pick
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- Axe
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- Pitchfork
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- Hammer
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- Spear
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- Pike
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- Knife
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- Mace
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- Staff
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- Flail
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- Whip
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- Scythe
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- Shovel
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Weapons, Ranged
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- Bow
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- Crossbow
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- Rifle
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- Pistol
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- Explosive
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- Boomerang
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Gems
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Blocks
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Boulders
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Furnitures
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Chains
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Containers
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- Pouches
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- Liquid Bearers
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- Baskets
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Toys
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Corpse
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tools
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- Compass
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- Lantern
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- Candleholder
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- Pickaxe
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- Axe
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- Shovel
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- Pitchfork
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- Hammer
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- Screwdriver
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- Saw
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- Mirror
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- Comb/Brush
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- Pocketwatch
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- Measuring Stick/Tape
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- Writing Utensil
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- Seal
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- Map
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- Key
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Armors
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- Shields
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Ammunition
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Glob (fat, pastes/pressed objects, small amounts of molten rock)
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Medical Instruments
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- Splint
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- Crutch
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- Bandage
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- Casts
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Readables
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- Books
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- Scrolls
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- Parchments
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- Notes
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- Letters
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- Manuals
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- Pamplets
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Currency
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- Coins
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- Tablets
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- Notes
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Pouches
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- Skins
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- Bags
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- Wallets
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Liquid Bearers
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- Cups
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- Goblets
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- Jars/Small Pots
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- Buckets
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- Flasks
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- Glasses
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- Vials
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Machine Parts
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- Gears
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- Chains
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- Wheels
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- Shafts
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- Lever
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- Button
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- Plate
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- Cable
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- Pipe
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- Screw (liquid screw)
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Structure Materials
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- Blocks
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- Planks
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- Walls
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- Floors
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- Slabs
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- Stairs
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- Ladders
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- Rooves
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- Railroad Ties
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6
docs/src/highlevel-design/items/itemsindex.md
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6
docs/src/highlevel-design/items/itemsindex.md
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@page itemsindex Items
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Everything about items
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[TOC]
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- @subpage itemcategories
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3
docs/src/highlevel-design/puzzles/puzzlehighlevelflow.md
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3
docs/src/highlevel-design/puzzles/puzzlehighlevelflow.md
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@page puzzlehighlevelflow Puzzle High Level Flow
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How should the gameplay flow look for puzzles
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11
docs/src/highlevel-design/puzzles/puzzleideas.md
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11
docs/src/highlevel-design/puzzles/puzzleideas.md
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@page puzzleideas Puzzle Ideas
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Specific ideas for puzzles
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Raise an island from a body of water to create a bridge (put spell crafter at start to craft island raising spell)
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Use spring to launch object into target
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Correctly ordering blocks to press a button
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Maze that uses teleportation spell to confuse in three dimensions
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7
docs/src/highlevel-design/puzzles/puzzleindex.md
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7
docs/src/highlevel-design/puzzles/puzzleindex.md
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@page puzzleindex Puzzles
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Everything puzzles
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[TOC]
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- @subpage puzzlehighlevelflow
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- @subpage puzzleideas
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@ -269,6 +269,10 @@ Terrain Chunks:
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- Texture atlasing (512x512)
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Render pipeline updates to support multiple pipelines defined in different files
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- Grouping meshes together independent of actor so don't have to rebind shader programs or VAOs to redraw
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Loot Generator
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- System that can generate items that would be appropriate reward given some variables
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- ie you tell it 'this is this character's stats, this is the relative level of loot I want to provide'
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- it then searches through the lore to generate appropriate weapons, armor, materials, consumables, etc
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