Added docs to version control.
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docs/engine.ods
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docs/engine.ods
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docs/game.txt
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docs/game.txt
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Frozen Synapse + Roguelike aka Roguelike Shooter
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- Singleplayer
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- modern guns (CoD4, TF2, BF3)
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- pause/resume at any time
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- permadeath? based on difficulty?
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- commands like walk, shoot
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- script defined ai, users can copy to user folder and edit
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- define behaviour if no commands:
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- like in Dragon Age: Origins
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- events: onDetectEnemy: attack/flee/cover
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onIdle: walk/stand
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onLowHp: flee/potion
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- saved in AI script file (in user folder)
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- special abilities (Diablo, DA:O)
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- play as: stealth, shooter, tactical, engineer
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- useable items (ammo, health, see RPGs, food, stuff for engineering)
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- tactical items: grenades, mines, sentries
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- spider bot for flanking (automatic)
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- can build items from other items/scrap items
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- civilians/shops etc?
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- scoreboard on end (death) + ingame
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- difficulty modifiers: permadeath, indirect control (only via behaviour scripts (for fun)) + normal difficulties (easy/med/hard)
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-> all shown on scoreboard + enemies killed etc
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- graphics style: hand drawn, between binding of isaac and braid, super meat boy?, no pixel art style!?
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- story:
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player is experiment gone wrong, flees from facility
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better gameplay if going in somewhere, but better story if going out?!
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different areas/levels: labs, offices, production, testing, outside, "behind the scenes" (servers, maintenance rooms)
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- name: fantasy + modern
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legend of gunfire
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legendary guns
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dungeon gunner
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- controls: space to pause
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direct and indirect (wasd/right click), one cancels other
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docs/generation.txt
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docs/generation.txt
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http://gamedeveloper.texterity.com/gamedeveloper/201002?pg=42#pg42
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http://pcg.wikidot.com/pcg-algorithm:dungeon-generation
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http://roguebasin.roguelikedevelopment.org/index.php/Roguelike_Dev_FAQ
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http://gamedev.stackexchange.com/questions/2663/what-are-some-ideal-algorithms-for-rogue-like-2d-dungeon-generation
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docs/parts.txt
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docs/parts.txt
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- update checker: runs before every start (from main()), compares local files with xml file including hashes
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- seeded number generator?: returns pseudorandom numbers based on seed?!
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- level generation: based on seed, no strict rooms
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- walls, cover
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- items
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- actors (player/enemies): use python files for ai
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- enemies: soldiers (different guns), monsters
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- lighting for stealth
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- scripting (lua probably) with http://www.swig.org/ or https://bitbucket.org/alexames/luawrapper/src
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- projectiles (sprites): use pooling of objects because of memory
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- menu: load/save/new
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- keybinds via xml and custom events
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- class Persistant { load(xml) {xml.getInt("a");}; save(xml) {xml.putInt("a");}; }; (xml node for each object by name string)
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- menu: game tiles making up title (from distance), some AI walking
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docs/pro_2d.txt
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docs/pro_2d.txt
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- no modelling!
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- existing code
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- easy placeholders
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docs/pro_3d.txt
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docs/pro_3d.txt
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- don't need graphics for each orientation
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- easily turn into fps/rpg (much decided randomly so not much sense) (rpg much like fallout 3)
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- no better visuals with drawing
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