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Battles ~ Text Based Combat in Other Games
Borja Sotomayor edited this page May 15, 2021
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As programmers, we must try our best not to reinvent the wheel. There are many text-based RPGs with time-tested and well-refined combat systems; here I list several, along with some of their more interesting characteristics, to be used for inspiration when working on the Chiventure battle system.
- Wasteland (1988) (clip 1 [single enemy], clip 2 [multiple enemies])
- Players fondly recall the game's exciting description of action using phrases such as "spinning him into a dance of death" and "exploding it like a blood sausage"
- Each round, the player selects which each of their characters should do: run, use, hire, evade, attack, weapon, or load/unjam
- Each character has a single weapon (e.g. “VP91Z 9MM PISTOL”), some amount of ammo (e.g. 16/18), and hit points (e.g. 22/29) which carry forward between battles
- If there are multiple enemies, you can choose which to engage at the beginning of each turn
- Dwarf Fortress: Adventure Mode (2006) (clip)
- Players can choose which body part of the enemy to aim for; each says how likely the attack is to land, and how "solid" the attack will be if it does
- Player can choose which weapon to use for the attack
- Short text displays describing the result of the move in significant detail (e.g. “You hack the goblin in the right upper leg from the side with your iron battle axe, bruising the muscle through the small troll fur cloak”)
- Player can look at a summary of the enemy’s current condition (physical appearance, how it’s been injured, what it’s holding, etc.)
- Includes descriptive details unrelated to the current battle, which enhance immersion (e.g. “her red eyes are wide-set”)
- Enemies are able to evade attacks, so hits aren’t guaranteed
- Bard's Tale (1985) (clip)
- Options: party attack, attack foes, defend, use an item
- Hit points listed at the bottom of the screen, along with various other stats
- As with Wasteland, you get to choose which each member of your party is going to do each turn
- After each round of attacks, the user is told how many enemies they still face, and prompted for whether they want to fight or run
- In addition to weapons, some characters have many different spells to choose from
- After each battle, the characters receive experience points and gold
- Wizardry (1981) (clip)
- Options for each party member: Fight/Spell, Parry, Run, Take Back
- At the bottom of the screen the name of each party member is displayed, as well as their player class, AC (armor class), hits (i.e. health), and status (e.g. “Fight” or “Parry”)
- Pokémon (various) (clip)
- More reliant on visuals (image of each pokémon, HP bars, animations), though all necessary information is viewable via text
- Player gains experience points, gold after defeating each enemy
- Each turn, the player can choose between fight, pack (i.e. access an item), pokémon (i.e. change pokémon), or run
- Different attacks are more effective against certain enemies (helps to make combat more engaging/strategic)
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Action Management
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Battles
- Design Document
- Text Based Combat in Other Games
- User Stories
- Wishlist
- Battle Planning 2022
- Battle User Stories Review 2022
- Structs in Other Modules Related to Battles 2022
- Stat Changes Design Document
- Run Function Design Document
- CLI Integration Design Document
- Move Changes Design Document
- Unstubbing Stubs Design Document
- Battle Items and Equipment Design Document
- Battle Item Stats
- Battles Demo Design Document
- Battles Testing Moves, Items, and Equipment Design Document
- Sound integration with battle (design document)
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Custom Actions
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Custom Scripts
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DSL
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CLI
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Enhanced CLI
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Game-State
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Graphics
- Design Plan
- Design document for integrating split screen graphics with chiventure
- GDL (Graphical Description Language)
- Graphics Sandbox
- Design Document for NPC Graphics and Dialogue
- Feature Wishlist (Spring 2021)
- Installing and Building raylib on a VM
- LibSDL Research
- Module Interactions
- Working with Raylib and SSH
- raylib
- GDL
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Linking the Libzip and Json C to chiventure on CSIL machines
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Lua
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NPC
- Dependencies: Player class, Open world, Battle
- Action Documentation
- Design Document for NPC Generation in Openworld
- Design and Planning
- Establishing Dependencies
- Implementation of Custom Scripts
- Independent Feature: NPC Movement Design Document
- Player Interaction Design and Planning
- Dialogue
- Design Document for NPC Dialogue and Action Implementation
- Loading NPCs from WDL Files
- NPC Battle Integration Design Document
- NPC Battle Integration Changes Design Document
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Open World
- Autogeneration and Game State
- Deciding an integration approach
- Designing approach for static integration into chiventure
- Feature Wishlist
- Generation Module Design layout
- Potential connections to the rest of chiventure
- Single Room Generation Module Design
- Source Document
- User Stories
- World Generation Algorithm Plan
- Loading OpenWorld Attribute from WDL
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Player Class
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Player
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Quests
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Rooms
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Skill Trees
- Avoiding soft locks in skill tree integration
- Components of Exemplary Skill Trees
- Design Document and Interface Guide
- Environment interactions based on skill characteristics
- Integrating complex skill (combined, random, sequential, etc.) implementation
- Integration of a Leveling System
- Potential Integration with existing WDL
- Research on game balancing in regards to skill trees
- Research on skill tree support in modern day game engines
- SkillTree Wiki Summary
- Skilltree "effect" implementation and roadmap
- Summary of md doc file for skilltrees
- Design ideas in connection to other features
- Summary of Skill Tree Integration 2022
- The Difficulty of the Reading the World
- Complex Skills Summary
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Sound
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Stats
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WDL