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@page highleveldesignindex High Level Game Design @page highleveldesignindex High Level Game Design
Discussion of, at a high game-design level, how everything should work and connect together
[TOC] [TOC]
- @subpage biomesindex - @subpage biomesindex
- @subpage macroWorldPartitioning - @subpage macroWorldPartitioning
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- @subpage creaturesindex - @subpage creaturesindex
- @subpage macrosimtimeline - @subpage macrosimtimeline
- @subpage narrativemanager - @subpage narrativemanager
- @subpage itemsindex
- @subpage puzzleindex

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@page itemcategories Item Categories
raw materials categories
- ores
- stone
- dirt
- fluids
- plant materials (fruits, roots, stems, fibers, leaves, sap, liquids, flowers, seeds, logs, pollen, branch)
- minerals (eg crystals)
- gases
- animal products (milk, meat, furs, leather, wool, sinew, organs, bones, shells, eggs, honey, feathers, mandibles/teeth, horns)
equippable items
- clothing
- armor
- shields
- weapons
- hand tools
- utensils
- jewelry
consumables
- medicine
- poison
- augments/positions that don't heal
- food
- cheese
- prepared meet
- noodles
- grains/rices
- drinks
- SOME raw plant materials
- SOME raw animal products
Music instruments
- Horn
- Piano
- Guitar
- Lute
- Lyre
- Harp
- Accordion
Weapons, Melee
- Sword & variants
- Pick
- Axe
- Pitchfork
- Hammer
- Spear
- Pike
- Knife
- Mace
- Staff
- Flail
- Whip
- Scythe
- Shovel
Weapons, Ranged
- Bow
- Crossbow
- Rifle
- Pistol
- Explosive
- Boomerang
Gems
Blocks
Boulders
Furnitures
Chains
Containers
- Pouches
- Liquid Bearers
- Baskets
Toys
Corpse
tools
- Compass
- Lantern
- Candleholder
- Pickaxe
- Axe
- Shovel
- Pitchfork
- Hammer
- Screwdriver
- Saw
- Mirror
- Comb/Brush
- Pocketwatch
- Measuring Stick/Tape
- Writing Utensil
- Seal
- Map
- Key
Armors
- Shields
Ammunition
Glob (fat, pastes/pressed objects, small amounts of molten rock)
Medical Instruments
- Splint
- Crutch
- Bandage
- Casts
Readables
- Books
- Scrolls
- Parchments
- Notes
- Letters
- Manuals
- Pamplets
Currency
- Coins
- Tablets
- Notes
Pouches
- Skins
- Bags
- Wallets
Liquid Bearers
- Cups
- Goblets
- Jars/Small Pots
- Buckets
- Flasks
- Glasses
- Vials
Machine Parts
- Gears
- Chains
- Wheels
- Shafts
- Lever
- Button
- Plate
- Cable
- Pipe
- Screw (liquid screw)
Structure Materials
- Blocks
- Planks
- Walls
- Floors
- Slabs
- Stairs
- Ladders
- Rooves
- Railroad Ties

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@page itemsindex Items
Everything about items
[TOC]
- @subpage itemcategories

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@page puzzlehighlevelflow Puzzle High Level Flow
How should the gameplay flow look for puzzles

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@page puzzleideas Puzzle Ideas
Specific ideas for puzzles
Raise an island from a body of water to create a bridge (put spell crafter at start to craft island raising spell)
Use spring to launch object into target
Correctly ordering blocks to press a button
Maze that uses teleportation spell to confuse in three dimensions

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@page puzzleindex Puzzles
Everything puzzles
[TOC]
- @subpage puzzlehighlevelflow
- @subpage puzzleideas

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@ -269,6 +269,10 @@ Terrain Chunks:
- Texture atlasing (512x512) - Texture atlasing (512x512)
Render pipeline updates to support multiple pipelines defined in different files Render pipeline updates to support multiple pipelines defined in different files
- Grouping meshes together independent of actor so don't have to rebind shader programs or VAOs to redraw - Grouping meshes together independent of actor so don't have to rebind shader programs or VAOs to redraw
Loot Generator
- System that can generate items that would be appropriate reward given some variables
- ie you tell it 'this is this character's stats, this is the relative level of loot I want to provide'
- it then searches through the lore to generate appropriate weapons, armor, materials, consumables, etc