Aug. 11th, 2019

Work Post

Aug. 11th, 2019 07:12 pm
relee: Picture of Relee Starbreeze, Wizard (Default)
7:15pm - Well I'm here to work again, but I'm not sure I'm really feeling it.

I don't think I'll be able to make it so that others working on the game will be able to just swap out files to mod it as long as it's a web game. They'll have to pass it through me to compile and upload. Still, the basic idea should work, using JSON files. I'll just have to compile them into the project instead of having them local.

Now for the formatting...

I'm thinking something like this:

GUID

ROOMNAME

ROOMDESCRIPTION

EXITS { EXITNAME: EXITGUID }

CONTENTS { THINGNAME: THINGGUID }



That'll give me something like this:


Apartment 1408

A one-bedroom apartment.

Exits: Kitchen, Bathroom, Bedroom, Hallway

Contents: Archie, Betty, Veronica, Jug



I could also seperate the contents between people/monsters and objects but that might be confusing. What universal term can you use to describe both people and monsters?

Anyways I'll save that for after the prototype.

I guess that the world map matches up pretty closely to a database, but I don't think there's any databases in Godot. I'll check.

7:54pm - Nope no databases.

I suppose I'll feed it into an array of dictionaries using the GUID as the array index.

So, in this game there will be Rooms, NPCs, Objects, and the player.

It's all about corruption and transformation, so the body needs to be detailed and polymorphic at the same time. Probably some kind of text based paperdoll. Likewise when graphics come in, they can be paperdolls too. I'm not sure how we'll do that when someone's got, like, thirty horse dicks, but whatever! We'll figure that out when we come to it.

How to do all this in code then? Hmm...

Well, I guess I'll store the world data in some sort of singleton. I don't normally like singletons but they work for Godot and for this game.

So let's see...

The gameplay will be turn-based. The player goes, or waits, and everything else goes. I'm not sure if they'll just go in order of GUID or some sort of initiative stat. Probably an initiative stat would be best. Then random on matches.

Everybody in the whole world goes at once, because it's an infection simulation and there's a lot going on at all times.

Let's see... When the player goes, everything takes an action, then mutations progress. We'll probably want to make very complex mutations, though. So how should that work?

Each NPC and the Player will have a skeleton system of connections, and each turn the system will check for active infections, and compare them with some stats to see if they should progress.

An example would be, let's say someone steps in ooze, they get the ooze infection on their foot. After the actions turn is done, the infection turn happens, probably in the same order. The someone's turn in the infections phase comes up, and their most powerful infection progresses, overwriting a nearby body part. Then weaker infections go, but they can't overwrite more powerful infections. Equal priority infections will fight back and forth as random die rolls.

That makes sense I think.

The infections will be part of the skeleton data belonging to the player or NPC, and applied by vectors or actions.

Alright, am I ready to start coding this stuff?

The main thing will be the WorldData, and pulling that from the worlddata.json file. I'm thinking I'll just do one file to start instead of one for each room, since this way it'll be easier to keep track of the GUIDs.

8:35pm - On further thought I think I've done enough for one day. I need to crash and it's Sunday too. Hopefully more tomorrow.

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