Specification update...
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README.md
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README.md
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# Small Dungeon Crawler Specification
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```
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```text
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_____ ____ ____ _____
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/ ___| | _ \ / ___| / ___| Small
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\___ \ | | | | | | \___ \ Dungeon
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@ -19,25 +19,30 @@ General:
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Scoring:
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- As this was intended as a challenge for various programming languages and programmers, scoring rules are:
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```
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+2 points per weapon, armour, jewelry, enemy, attribute, skill, class or spell definition.
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+1 point per full line of code (in C, this means that blank lines or lines with characters '{', '}', '};', '},' are ignored).
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-1 point per compiler warning, on maximum warning options (in C, that would be -Weverything or -Wall -Wextra).
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-2 points per memory leak of 10 bytes (again, libraries and drivers aren't accounted in this case, they can leak).
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```text
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+1 points per single gameplay element definition.
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-1 points per memory leak of 10 bytes.
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```
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- Then, final score is the total number of points divided by count of lines of code.
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## Theme
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General:
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- Theme can be anything, it's up to developer to choose it and decide if it'll be consistent or not.
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- Some examples given here are using "default" dungeon crawler theme of fantasy world inspired by Tolkien.
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- However, you can have future theme, medieval one or weeb one with battlemaids and catgirls...
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## Gameplay
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General:
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- Note that further explanations for gameplay elements are given separately, in text below for consistency.
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- Game screen layout consists of 2 panels, on the left is world state preview, on the right is player state preview.
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- World state is updated on every action (key pressed), unless some menu is active, which includes animations and bots too.
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- Default keyboard action mapping must be consistent across games that follow this specification, but bindings are allowed.
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- World state is updated on every action (key pressed), unless some menu is active, which includes bots too.
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- Default keyboard action mapping must be consistent across games that follow this specification.
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- Important gameplay elements must be implemented, and the amount of them is up to developer to decide.
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Default keyboard action mapping:
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```
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```text
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Use - KP0 - O
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Inventory - KP- - I
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Wait - KP5 - .
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@ -53,41 +58,42 @@ Down+Right - KP3 - N
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Examples:
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- Game following this specification can be implemented in terminal or graphical window, as developer decides.
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- It's not important if game has 3 or 300 types of weapons or armours, it's important that it has them.
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- It's not important if game has 3 or 300 types of certain game element, it's important that it has them.
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- Lastly, it's important to have most minimal implementation in terms of source lines of code, for any language.
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- As this isn't obfuscated code challenge, code should be readable to the person who wrote it, no harm in that.
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- Person with too much free time could implement this specification in 1 line of valid C code if wanted.
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Elements:
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- Attributes influence health, mana, stamina and experience points of all creatures (party members and bots).
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- Skills are passive abilities influencing damage, condition, proficiency and other item usage modifiers.
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- Spells are active abilities (activated when casted) that apply certain effects on the world state.
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- Potions, manuals and scrolls are items that temporarily increase or decrease any previously defined element.
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- Weapons are equipment that must have attack category, damage, condition, value.
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- Armours are equipment that must have defence category, resistance, condition and value.
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- Jewelry is type of equipment that can be enchanted and give some effect to party member.
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- Coins are collectively gathered and can be used for trading, buying and selling items and other equipment.
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- Attributes influence core points (health, mana, stamina...) of party members and bots.
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- Skills are passive abilities influencing item usage modifiers (damage, condition, proficiency...).
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- Effects are active abilities applying some function or procedure (spells, curses, shrines...).
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- Items cause that temporarily or permanent increase or decrease any previously defined element.
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- Equipments are items that can be equiped to party members or bots (weapons, armours, jewelry...).
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- Currency (gold, coins, gems...) is collectively gathered and can be used for trading items and equipment.
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- Levels are procedurally generated when new layer is entered, more about them below.
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## Player
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General:
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- Player controls party of 6 characters (like in Wizardry), as one group in tactical turn-based combat.
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- Each party member has health, mana, stamina and experience points, attributes, skills, spells, equipment and inventory.
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- Collectively, party has coins (currency), equipment and inventory, which can be shared and redistributed.
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- Movement is done with Keypad and Vim-like-keys, respectively KP1...KP9 and H, J, K, L, Y, U, B, N and fullstop.
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- All party members are randomly generated, they have randomized attributes, skills, spells and equipment.
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- Player controls party of 6 characters (like in Wizardry), as one group in turn-based combat.
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- Each party member has its own attributes, skills, effects and equipments.
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- Collectively, party has currency and inventory (item array), which can be shared.
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- All party members are randomly generated, they have randomized attributes, skills, effects and equipment.
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- Players party is preserved when entering new level layer, but gone after losing, aka permadeath.
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## Enemies
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General:
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- When an enemy is in view range of player, they'll start following until they enter the battle state.
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- Enemies always leave random amount of coins, and randomly some item like potion, scroll or manual.
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- Attack decisions are made by attacking ranged and magical party members (archers and wizards) first, then fighers.
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- Enemies always leave random amount of coins, and randomly spawn some amount of items.
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- Attack decisions are made by attacking ranged party members first, then melee party members.
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## Dungeons
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General:
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- Every dungeon level is 2D matrix (tilemap or gridmap) of random width and height in arbituary limitation.
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- Procedural generation is up to developer to implement, but level layouts and elements must always be randomly generated.
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- Maximum width and height limitation is undefined (developer choice), minimum width and height must be respectively 80 and 24.
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- Maximum width and height limitation is undefined (developer choice), minimum width and height must be respectively 80 and 40.
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- Elements of dungeon are walls (clip), floors (noclip), decorations (clip/noclip) and special elements (defined below).
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- Special elements of dungeons execute game state changing arbituary function when 'use' command is given.
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- Difficulty is tied to number of levels passed, it increments with each level, and generates rarer dungeon elements.
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@ -97,7 +103,7 @@ Terminal extension:
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- Basic VT100 escape codes should be used to output buffers in colours, offset the cursor and change screen size.
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- Visually distinct colours and styles should be used to express different game elements (defined below).
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- Terminal should be updated in real-time and include size changes, using curses-like approach to print at terminal size offset.
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```
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```text
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@ CYAN BLINK - Player (blinking for easier recognition)
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# GREY REVERSE - Wall (biome can be expressed with colour)
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. GREY REVERSE - Floor (biome can be expressed with colour)
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- Each party member gets the turn to do one combat action (defined below), then one of the enemies does the same.
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- Battle is over when all party members or enemies are dead, and battle menu is hidden until next battle.
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- Combat actions are attack, block, shoot (ranged), evoke (magical), cast (spell), quaff (potion), read (scroll) and wait (skip).
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- Combat actions are attack, block, shoot (ranged), apply (effect), use (item) and wait (skip).
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- Attack, block and shoot use stamina points, which can be recovered on wait or when party is resting after the battle.
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- Evoke and cast use mana points, which can be recovered slowly but automatically after the battle.
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- 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) {
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level = calloc ((unsigned long int) (level_width * level_height), sizeof (* level));
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for (room = random (6, 18); room > 1; --room) {
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width = random (12, 36);
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height = random (12, 36);
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width = random (level_width / 6, level_width / 2);
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height = random (level_height / 6, level_height / 2);
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x = random (1, level_width - width - 1);
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y = random (1, level_height - height - 1);
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for (i = 1; i < height - 1; ++i) {
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