diff --git a/docs/engine.ods b/docs/engine.ods new file mode 100644 index 0000000..810b25c Binary files /dev/null and b/docs/engine.ods differ diff --git a/docs/game.txt b/docs/game.txt new file mode 100644 index 0000000..3c319e4 --- /dev/null +++ b/docs/game.txt @@ -0,0 +1,41 @@ +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 \ No newline at end of file diff --git a/docs/generation.txt b/docs/generation.txt new file mode 100644 index 0000000..c1a00a7 --- /dev/null +++ b/docs/generation.txt @@ -0,0 +1,4 @@ +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 \ No newline at end of file diff --git a/docs/parts.txt b/docs/parts.txt new file mode 100644 index 0000000..96edbf9 --- /dev/null +++ b/docs/parts.txt @@ -0,0 +1,14 @@ +- 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 \ No newline at end of file diff --git a/docs/pro_2d.txt b/docs/pro_2d.txt new file mode 100644 index 0000000..34f8f7e --- /dev/null +++ b/docs/pro_2d.txt @@ -0,0 +1,3 @@ +- no modelling! +- existing code +- easy placeholders \ No newline at end of file diff --git a/docs/pro_3d.txt b/docs/pro_3d.txt new file mode 100644 index 0000000..8dbb72c --- /dev/null +++ b/docs/pro_3d.txt @@ -0,0 +1,3 @@ +- 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 \ No newline at end of file