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Player Class ~ Prefabricated Classes
This wiki page documents class_prefabs
, which in turn showcases many of the new functions we have been working on. Refer to this wiki page for design, research, a class list pertaining to the prefabricated classes.
Because the playerclass module provides devs many different functionalities for implementing and modifying classes, which also vary significantly in their complexity, we believe that each feature in playerclass should be able to function independently. For complex games, devs could utilise all the features, creating multi-classes from fully-populated class structs which contain skill trees, weapon proficiencies, stats, and more. For other games, a class system as in-depth as simply providing each class a short and long description might suffice. Moreover, one more complex feature, such as skill trees might be included from a class while a more simple one, such as stats is omitted. Fittingly, class_prefabs
provides functions to individually populate separate aspects of a class. In short, each prefabricated feature should be unique enough to distinguish class identities, even if it is the only feature implemented. For example, prefabricated classes Elementalist and Knight have been removed (currently), because in the limited stat fields, they were too similar too Wizard and Warrior, respectively.
Note: The base stat total of all prefab classes is equal to 110, and stats are given to prefab classes in increments of 5.
Basic stats include:
- Health
- XP
- Speed
- Physical Defense
- Physical Attack
- Ranged Attack
- Magic Defense
- Magic Attack
- Mana
Non-combat abilities incorporate features such as exploration, item discovery, additional information, or# other gameplay progression related activities. We plan on coordinating with the rpg-skill-trees team to see how these types of abilities could be unlocked progressively throughout a game.
Combat abilities fall within the scope of battle, and will contain stat boosters, special attacks, or other such unique battle elements. We will coordinate with rpg-battle-system to figure out how to incorporate such skills, as well as with rpg-skill-trees to again see how these types of abilities could be unlocked progressively.
Recently implemented in issue [#991] (https://github.com/uchicago-cs/chiventure/pull/991). Integration with prefab classes to come.
Because prefabricated classes are being implemented, this section will list their stats and include a rationale for these stat distributions. Sample skills drafted by last year's team have not been touched, but sample skills for other classes have not been implemented yet.
The Warrior is an elite and battle-hardened fighter who excels in physical combat. Superior training and experience in physical combat is reflected in their high Physical Def and Physical Attack stats, and their familiarity with battle means they have high base health. This strength extends to their Speed, too, although they are often encumbered with armour. The warrior is truly invested in their physical strength and martial prowess, which leaves them unfamiliar to magic and other forms of weaponry.
Health | Speed | Phys. Def | Phys. Attack | Ranged Attack | Magic Def | Magic Attack | Mana |
---|---|---|---|---|---|---|---|
20 | 15 | 20 | 25 | 10 | 10 | 5 | 5 |
Warrior’s Instinct: Through his or her tried experience in battle, the warrior can detect the stats of an incoming enemy before entering the battle.
Warrior’s Force: The warrior can use his or her skill with weaponry to smash through some smaller obstacles.
Berzerk: The warrior becomes enraged and enters a frenzy state lasting three turns.
- +10 Physical Attack for 3 turns.
- -5 Physical Defense for 3 turns.
- -5 Magic Defense for 3 turns.
Melee Strike: Basic attack for the warrior class.
- Base damage: 5 Physical
While a master of martial arts, the Monk is equally dedicated to their own inner peace. They are an expert of unarmed combat, and, through their training--in accordance with their strict spirituality--have learned how to defend themselves from attackers. Mental fortitude and physical strength gives them the highest base Health, significant Physical Attack and Defense, and high Magic Defense. Nonetheless, as primarily a martial artist, and a defender before an attacker, the Monk has low Ranged and Magic Attack, and Mana.
Health | Speed | Phys. Def | Phys. Attack | Ranged Attack | Magic Def | Magic Attack | Mana |
---|---|---|---|---|---|---|---|
25 | 20 | 15 | 15 | 5 | 20 | 5 | 5 |
Linguistic Training: From your training as a monk, you have studied other languages and are able to understand people speaking a different language.
Religious Knowledge: You are highly knowledgeable about your chosen religion from years of practicing. NPCs of the same religion will be friendlier to you.
Roundhouse Kick: Give your opponent a good kick.
- 4 Physical Damage
Uppercut - A punch to the head, with extra magical force.
- Base Damage: 3 Physical, 3 Magic
- Cost: 1 Magic Energy
Inner Peace - Use your training to steady yourself and recover your body.
- Base Effect: +5 Health
- Cost: 2 Magic Energy
The Wizard is a master of the arcane; a formidable wielder of magic, and an academic whose studies delve into its secrets. As such, it is no surprise that the Wizard has the highest Magic Attack and Mana, and significant Magic Defence, as a result of these studies. However, their obsession with magic has not come without some flaws: they are frail, unaccustomed to even the slightest of physical encounters, and would much prefer to study ancient tomes than exercise.
Health | Speed | Phys. Def | Phys. Attack | Ranged Attack | Magic Def | Magic Attack | Mana |
---|---|---|---|---|---|---|---|
10 | 10 | 5 | 5 | 10 | 20 | 25 | 25 |
Detect Magic: Can be used to determine if there is a magic item in the room the player is currently in.
Throw Light: Momentarily cast a ball of light into the player’s current room.
Magic Bolt: A small bolt of magic.
- Base Damage: 5 Magic
- Cost: 1 Magic Energy
Sorcerer’s Defense: Create a thin magical barrier.
- Base Effect: +2 Physical Defense for 5 turns.
- Cost: 3 Magic Energy
Slowing Goob: Covers your opponent in a mysterious goop.
- Base Damage: 3 Magic
- Base Effecct: Opponent Speed -2
- Cost: 5 Magic Energy
The ranger is the embodiment of an apex predator: while they may tend to lurk away from civilisation in the wild, they are a skilled killer and have no qualms about doing so. The ranger is unsurprisingly a master with their bow and arrow, and fittingly has the highest Ranged Attack, but is no stranger to other forms of combat. They can hold their own with a knife, and have at least some experience with magic. That being said, with the Speed to reposition when needed, and the skill to make use of some distance between them and their target, there is rarely a time where they would need to use any weapon other than their trusty bow.
Health | Speed | Phys. Def | Phys. Attack | Ranged Attack | Magic Def | Magic Attack | Mana |
---|---|---|---|---|---|---|---|
10 | 20 | 10 | 15 | 25 | 10 | 10 | 10 |
Scouting Affinity: By using his or her refined recon abilities, the ranger can occasionally find hidden paths to a destination.
Expert Forager: The ranger is able to masterfully ration consumable items, making their effects 10% more pronounced.
Get to a Vantage Point!: The ranger loses a turn searching for a good location, but on the following turn is extremely well positioned.
- Forfeit current turn.
- Immune to Magic Damage and Physical Damage on next turn.
- +5 Ranged Attack on next turn.
Arrow strike: Basic attack for the ranger class.
- Base Damage: 5 Ranged
Piercing Shot: Advanced attack for the ranger class.
- Base Damage: 4 Ranged
- Base Effect: Ignores 50% of enemy armour.
The Bard combines their skill as a magician and musician to support their allies or vanquish their foes. The Bard's "weapon" of choice, their lute, is inconspicuous but proves to be a powerful tool in their hands. As a talented magician, the Bard has high magic stats, and as a natural performer they have developed noticeable Health and Speed. It should come as no surprise, however, that the Bard detests physical violence, and would much prefer to play a song than ever pick up a sword.
Health | Speed | Phys. Def | Phys. Attack | Ranged Attack | Magic Def | Magic Attack | Mana |
---|---|---|---|---|---|---|---|
15 | 15 | 10 | 5 | 5 | 20 | 20 | 20 |
The Rogue embodies stealth and the shadows. They are feared by many, and for good reason. The rogue uses their exceptional Speed and agility to surprise their enemies and attack when least expected. They may not be the strongest blade-wielder, but are thought to be by many the most deadly. All it takes is one critical strike, and the rogue is certainly master of ambushing their target. Their Mana, Ranged and Physical Attack demonstrates that they are familiar with a wide range of weapons. In the eyes of the rogue, any weapon is an option, so long as it gets the job done.
Health | Speed | Phys. Def | Phys. Attack | Ranged Attack | Magic Def | Magic Attack | Mana |
---|---|---|---|---|---|---|---|
10 | 25 | 25 | 15 | 15 | 10 | 5 | 15 |
Druids draw on nature itself as the foundation of their magic, becoming an extension of nature's will and acting to preserve it. Druids abilities often mimic traits of the plants and animals around them (such as a bear's strength or an owl's eyesight), channeling nearby nature to fuel their magic.
The elementalist is the master of the four elements, manipulating earth, air, fire, and water to his or her will and using them to blast apart obstacles. Mechanically, the elementalist tends to be a jack-of-all-trades spellcaster, with each element focusing on a different part of combat (eg earth for defense, water for healing, fire for offense, and air for utility). The elementalist tends to be mutually exclusive with the sorcerer and druid, who share many thematic attributes with the elementalist.
No given information from previous group.
Necromancers use death magic to control and harness the power of life itself, often in ways other people view as unnatural. Common necromancer abilities include stealing life from enemies and sacrificing their own health for more powerful magic.
A holy warrior, the priest is called to act in honor of his or her god -- and his ideals. Some priests focus on learning magic from their god, while others become physical warrior-crusaders, but all are capable of both magic and hand-to-hand combat. Mechanically, priests mix elements of the warrior and the sorcerer but with a more religious bent. (Not currently implemented.)
Sorcerers spend their lives studying ancient magical tomes, arming themselves with spells and magical abilities for every situation. The sorcerer is a pure spellcaster, useless at most physical tasks but extremely good at using, detecting, and redirecting magic both in and out of combat.
Every warlock makes a deal with a demon or fallen god, deriving his or her dark magical powers in exchange for service to an evil power. A warlock will have access to powerful magic, but may be bound by the conditions or obligations dictated in their pact and may be unable to use their magic freely. The warlock is usually mutually exclusive with the necromancer due to thematic similarity.
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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