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Added docs to version control.

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Felix Ableitner 9 years ago
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  1. BIN
      docs/engine.ods
  2. 41
      docs/game.txt
  3. 4
      docs/generation.txt
  4. 14
      docs/parts.txt
  5. 3
      docs/pro_2d.txt
  6. 3
      docs/pro_3d.txt

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docs/engine.ods

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docs/game.txt

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Frozen Synapse + Roguelike aka Roguelike Shooter
- Singleplayer
- modern guns (CoD4, TF2, BF3)
- pause/resume at any time
- permadeath? based on difficulty?
- commands like walk, shoot
- script defined ai, users can copy to user folder and edit
- define behaviour if no commands:
- like in Dragon Age: Origins
- events: onDetectEnemy: attack/flee/cover
onIdle: walk/stand
onLowHp: flee/potion
- saved in AI script file (in user folder)
- special abilities (Diablo, DA:O)
- play as: stealth, shooter, tactical, engineer
- useable items (ammo, health, see RPGs, food, stuff for engineering)
- tactical items: grenades, mines, sentries
- spider bot for flanking (automatic)
- can build items from other items/scrap items
- civilians/shops etc?
- scoreboard on end (death) + ingame
- difficulty modifiers: permadeath, indirect control (only via behaviour scripts (for fun)) + normal difficulties (easy/med/hard)
-> all shown on scoreboard + enemies killed etc
- graphics style: hand drawn, between binding of isaac and braid, super meat boy?, no pixel art style!?
- story:
player is experiment gone wrong, flees from facility
better gameplay if going in somewhere, but better story if going out?!
different areas/levels: labs, offices, production, testing, outside, "behind the scenes" (servers, maintenance rooms)
- name: fantasy + modern
legend of gunfire
legendary guns
dungeon gunner
- controls: space to pause
direct and indirect (wasd/right click), one cancels other

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docs/generation.txt

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http://gamedeveloper.texterity.com/gamedeveloper/201002?pg=42#pg42
http://pcg.wikidot.com/pcg-algorithm:dungeon-generation
http://roguebasin.roguelikedevelopment.org/index.php/Roguelike_Dev_FAQ
http://gamedev.stackexchange.com/questions/2663/what-are-some-ideal-algorithms-for-rogue-like-2d-dungeon-generation

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docs/parts.txt

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- update checker: runs before every start (from main()), compares local files with xml file including hashes
- seeded number generator?: returns pseudorandom numbers based on seed?!
- level generation: based on seed, no strict rooms
- walls, cover
- items
- actors (player/enemies): use python files for ai
- enemies: soldiers (different guns), monsters
- lighting for stealth
- scripting (lua probably) with http://www.swig.org/ or https://bitbucket.org/alexames/luawrapper/src
- projectiles (sprites): use pooling of objects because of memory
- menu: load/save/new
- keybinds via xml and custom events
- class Persistant { load(xml) {xml.getInt("a");}; save(xml) {xml.putInt("a");}; }; (xml node for each object by name string)
- menu: game tiles making up title (from distance), some AI walking

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docs/pro_2d.txt

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- no modelling!
- existing code
- easy placeholders

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docs/pro_3d.txt

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- don't need graphics for each orientation
- easily turn into fps/rpg (much decided randomly so not much sense) (rpg much like fallout 3)
- no better visuals with drawing