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NPC ~ Design Document for NPC Generation in Openworld
Issue: https://github.com/uchicago-cs/chiventure/issues/926
Since NPCs in chiventure were designed to be a mix of players and items, they have inventories like players, and descriptions like items. Unlike items, however, they can move across rooms and participate in dialogue with the player. NPCs also possess a class struct which contains a stats struct and a skill tree like the player. Here, we outline a design document for NPC generation in the openworld module.
In last week’s sprint, we added support for level oriented room generation where rooms were autogenerated based on the player’s level. Since each NPC also has a class_t
struct that defines the class of the NPC, we can use that to select NPCs according to the player’s level and add them to the room using the add_npc_to_room
function from rooms-npc.h. This can serve well as an added feature to level oriented generation.
The NPC module currently supports movement across rooms for the NPCs for both static and dynamic room generations (see rooms-npc.h):
typedef union npc_mov_type {
npc_mov_definite_t *npc_mov_definite; // For static room generation
npc_mov_indefinite_t *npc_mov_indefinite; // For dynamic room generation (openworld)
} npc_mov_type_t;
For the openworld module, the extend_path_indefinite
function from rooms-npc.h can be used to add a room to the linked list of rooms to move through for each NPC. This functionality may be supplied by our concurrent task autogeneration within a radius to load the rooms for the NPCs to visit. This indefinite move type simulates the openworld feature in that paths for the NPCs are not predefined but are instead produced dynamically.
The NPC module is not yet integrated into chiventure and is still under development. The NPC teams are presently working on integrating with the battle module to make it possible for the player to battle NPCs. Furthermore, they are updating their npc-action module and their dialogue module to allow the player to speak to the NPCs and trade with them.
Moreover, the npcs_in_room
struct needs to be further integrated into the room struct to hold a list of NPCs in the room. There is also an issue with room-to-room movement in cases where two rooms do not have the same room_tag
, so that needs to be addressed before NPC movement can be implemented in openworld.
Given all this, we decided to postpone these considerations to a future sprint when the NPC module has been updated for chiventure and openworld integrations.
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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