Specification update...

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Ognjen Milan Robovic 2024-07-01 11:53:04 -04:00
parent e8cf8033e3
commit dfe83eae72
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# Small Dungeon Crawler Specification
```
```text
_____ ____ ____ _____
/ ___| | _ \ / ___| / ___| Small
\___ \ | | | | | | \___ \ Dungeon
@ -19,25 +19,30 @@ General:
Scoring:
- As this was intended as a challenge for various programming languages and programmers, scoring rules are:
```
+2 points per weapon, armour, jewelry, enemy, attribute, skill, class or spell definition.
+1 point per full line of code (in C, this means that blank lines or lines with characters '{', '}', '};', '},' are ignored).
-1 point per compiler warning, on maximum warning options (in C, that would be -Weverything or -Wall -Wextra).
-2 points per memory leak of 10 bytes (again, libraries and drivers aren't accounted in this case, they can leak).
```text
+1 points per single gameplay element definition.
-1 points per memory leak of 10 bytes.
```
- Then, final score is the total number of points divided by count of lines of code.
## Theme
General:
- Theme can be anything, it's up to developer to choose it and decide if it'll be consistent or not.
- Some examples given here are using "default" dungeon crawler theme of fantasy world inspired by Tolkien.
- However, you can have future theme, medieval one or weeb one with battlemaids and catgirls...
## Gameplay
General:
- Note that further explanations for gameplay elements are given separately, in text below for consistency.
- Game screen layout consists of 2 panels, on the left is world state preview, on the right is player state preview.
- World state is updated on every action (key pressed), unless some menu is active, which includes animations and bots too.
- Default keyboard action mapping must be consistent across games that follow this specification, but bindings are allowed.
- World state is updated on every action (key pressed), unless some menu is active, which includes bots too.
- Default keyboard action mapping must be consistent across games that follow this specification.
- Important gameplay elements must be implemented, and the amount of them is up to developer to decide.
Default keyboard action mapping:
```
```text
Use - KP0 - O
Inventory - KP- - I
Wait - KP5 - .
@ -53,41 +58,42 @@ Down+Right - KP3 - N
Examples:
- Game following this specification can be implemented in terminal or graphical window, as developer decides.
- It's not important if game has 3 or 300 types of weapons or armours, it's important that it has them.
- It's not important if game has 3 or 300 types of certain game element, it's important that it has them.
- Lastly, it's important to have most minimal implementation in terms of source lines of code, for any language.
- As this isn't obfuscated code challenge, code should be readable to the person who wrote it, no harm in that.
- Person with too much free time could implement this specification in 1 line of valid C code if wanted.
Elements:
- Attributes influence health, mana, stamina and experience points of all creatures (party members and bots).
- Skills are passive abilities influencing damage, condition, proficiency and other item usage modifiers.
- Spells are active abilities (activated when casted) that apply certain effects on the world state.
- Potions, manuals and scrolls are items that temporarily increase or decrease any previously defined element.
- Weapons are equipment that must have attack category, damage, condition, value.
- Armours are equipment that must have defence category, resistance, condition and value.
- Jewelry is type of equipment that can be enchanted and give some effect to party member.
- Coins are collectively gathered and can be used for trading, buying and selling items and other equipment.
- Attributes influence core points (health, mana, stamina...) of party members and bots.
- Skills are passive abilities influencing item usage modifiers (damage, condition, proficiency...).
- Effects are active abilities applying some function or procedure (spells, curses, shrines...).
- Items cause that temporarily or permanent increase or decrease any previously defined element.
- Equipments are items that can be equiped to party members or bots (weapons, armours, jewelry...).
- Currency (gold, coins, gems...) is collectively gathered and can be used for trading items and equipment.
- Levels are procedurally generated when new layer is entered, more about them below.
## Player
General:
- Player controls party of 6 characters (like in Wizardry), as one group in tactical turn-based combat.
- Each party member has health, mana, stamina and experience points, attributes, skills, spells, equipment and inventory.
- Collectively, party has coins (currency), equipment and inventory, which can be shared and redistributed.
- Movement is done with Keypad and Vim-like-keys, respectively KP1...KP9 and H, J, K, L, Y, U, B, N and fullstop.
- All party members are randomly generated, they have randomized attributes, skills, spells and equipment.
- Player controls party of 6 characters (like in Wizardry), as one group in turn-based combat.
- Each party member has its own attributes, skills, effects and equipments.
- Collectively, party has currency and inventory (item array), which can be shared.
- All party members are randomly generated, they have randomized attributes, skills, effects and equipment.
- Players party is preserved when entering new level layer, but gone after losing, aka permadeath.
## Enemies
General:
- When an enemy is in view range of player, they'll start following until they enter the battle state.
- Enemies always leave random amount of coins, and randomly some item like potion, scroll or manual.
- Attack decisions are made by attacking ranged and magical party members (archers and wizards) first, then fighers.
- Enemies always leave random amount of coins, and randomly spawn some amount of items.
- Attack decisions are made by attacking ranged party members first, then melee party members.
## Dungeons
General:
- Every dungeon level is 2D matrix (tilemap or gridmap) of random width and height in arbituary limitation.
- Procedural generation is up to developer to implement, but level layouts and elements must always be randomly generated.
- Maximum width and height limitation is undefined (developer choice), minimum width and height must be respectively 80 and 24.
- Maximum width and height limitation is undefined (developer choice), minimum width and height must be respectively 80 and 40.
- Elements of dungeon are walls (clip), floors (noclip), decorations (clip/noclip) and special elements (defined below).
- Special elements of dungeons execute game state changing arbituary function when 'use' command is given.
- Difficulty is tied to number of levels passed, it increments with each level, and generates rarer dungeon elements.
@ -97,7 +103,7 @@ Terminal extension:
- Basic VT100 escape codes should be used to output buffers in colours, offset the cursor and change screen size.
- Visually distinct colours and styles should be used to express different game elements (defined below).
- Terminal should be updated in real-time and include size changes, using curses-like approach to print at terminal size offset.
```
```text
@ CYAN BLINK - Player (blinking for easier recognition)
# GREY REVERSE - Wall (biome can be expressed with colour)
. GREY REVERSE - Floor (biome can be expressed with colour)
@ -126,6 +132,6 @@ Graphical extension:
- Each party member gets the turn to do one combat action (defined below), then one of the enemies does the same.
- Battle is over when all party members or enemies are dead, and battle menu is hidden until next battle.
- Combat actions are attack, block, shoot (ranged), evoke (magical), cast (spell), quaff (potion), read (scroll) and wait (skip).
- Combat actions are attack, block, shoot (ranged), apply (effect), use (item) and wait (skip).
- Attack, block and shoot use stamina points, which can be recovered on wait or when party is resting after the battle.
- Evoke and cast use mana points, which can be recovered slowly but automatically after the battle.
- Additionally, combat actions can use other core points, which can be recovered slowly but automatically after the battle.

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@ -215,8 +215,8 @@ static void generate_level (void) {
level = calloc ((unsigned long int) (level_width * level_height), sizeof (* level));
for (room = random (6, 18); room > 1; --room) {
width = random (12, 36);
height = random (12, 36);
width = random (level_width / 6, level_width / 2);
height = random (level_height / 6, level_height / 2);
x = random (1, level_width - width - 1);
y = random (1, level_height - height - 1);
for (i = 1; i < height - 1; ++i) {