diff --git a/design/core.txt b/design/core.txt index ab0a106..8862fd2 100644 --- a/design/core.txt +++ b/design/core.txt @@ -16,4 +16,23 @@ Inspiration: 0 A.D. Battle for Wesnoth +Development: + Keep the main gameplay simple, like Heroes of Might & Magic 2, but add a lot of various content to potentionally enchance the play time. + Pixel art (for now), 16x16 base size, modular game engine that'll support future use of any arbituary sprite size. + World overview, similar to medieval maps, except that buildings and chads will be previewed on it, similar to single trees on those maps. + Certain entities trigger an event, like chad going to foe tile to go to the battle screen, or friend tile to trade or negotiate. + Menus and UI system in general needs to be robust and intuitive, LMB to open, RMB to close and MMB to toggle-preview the menu. + Battles happen similar to Heroes of Might & Magic, on tile based fiend, but each soldier is rendered, and they have attack formations. + +Gameplay: + You are chad, hero of some faction, and it is your destiny to bring the glory to your race, like it is with every real chad. + You can make buildings like in Age of Anything, directly on the map grid, and align them perfectly due to game being tile based. + You can recruit soldiers, which start as mere peasants, like in Mount & Blade, and they progress by equipping themselves and killing foes. + You can trade in your own village or city, make trading routes with other factions, loot other villages or explore ancient ruins. + -- + Each building can have potential menu when you "enter" it, to buy, sell, craft, explore, negotiate, view, etc. something. + Each soldier in your army have his own equipment, and the amount of soldiers you have depends on your population and leadership skills. + Each menu has sub-menus, if needed, and description of what something does, this may potentially replace making a tutorial. + Each map is connected to one or more other maps, which is the world, and you can access different parts with portals, routes or docks. + More documentation to come... diff --git a/design/development.txt b/design/development.txt index 5f06af1..1fe6890 100644 --- a/design/development.txt +++ b/design/development.txt @@ -1 +1,16 @@ This will contain some design decisions and how the hell this game was developed... + +> Started of as "EAX", quick Raylib testing demo written in plain old ANSI C. +> Extended to have general UI, simple roguelike mechanics and a lot of place-holder content. +> Added buildings, landmarks and terrain sprites created by itch.io guy, finalbossblues. +> Scrapped everything, downloaded Heroes of Might & Magic 2, 3, 4 sprites from vgresourcer. +> Rewrote most of the alpha code in Ada, kept graphics related stuff in C. +> Implemented most Heroes of Might & Magic 3 game data and sprites into the game. +> Started working on modular robust UI system, added a lot of UI theme styles. +> Added SDL2 and XCB rendering back-end written in C, alongside Raylib. +> Scrapped C in total, removed SDL2 and XCB, wrote general Raylib-Ada bindings in Core. +> Added AI package for testing, but it'll most likely never be used... +> Scrapped everything once again, decided to create my own world and pixel art. +> Refactored a lot of code, removed Heroes of Might & Magic 3 game data and sprites. + +> Present day, grinding pixel art...