Month: September 2018

Keyboard commands

Keyboard commands

Here is an overview of whcih keyboard commands exist and what effect they have based on the map they are executed on. Bold ones are the same on every map.

KeyWorldSettlementBattlefield
(1-0)Show player statsShow player statsShow player stats
(a) ttacknoneInitiate combatAttack
(c) ast a spellCast a spellCast a spellCast a spell
(e)nterEnter a locationEnter location, climb stairs, etc.none
(g)etnonePick an item upPick an item up
(i) nventoryDisplay inventoryDisplay inventoryDisplay inventory
(l)ook atnoneLook at somethingnone
(q)QuicktravelQuicktravelnone
nonenoneQuit combat
(r)estRest and set up campnonenone
(s)earchnoneSearchnone
(t)alknoneTalk with NPCnone
(u)senoneInteract with object on mapnone
E(x)it to WorldmapnoneLeave settlementLeave battlefield
(w)aitEnds player turnEnds player turnEnds player turn

Todo

KeyWorldSettlementBattlefield
Shift + (1-0)Set active playerSet active playernone

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Settlement map

Settlement map

Settlements describes every map where NPC interaction can take place. It can be a village, castle but also a patch of forrest, cave, etc.

Agents on the map

All NPC agents have to be defined and created manually.

Player: Single Agent, Main Character NPC: Fixed PC spawn: Fixed NPC spawn: Fixed

Features

  • Buildings with multiple levels
  • Cutscenes
  • Interacting with doors (Open/Close/Knock/Bash)
  • NPC conversations
  • Quicktravel

Features ToDo

  • Trading with NPCs
  • Pick Pocketing
  • Recruiting NPC, Army
  • Resting
  • Attack
  • Close
  • Hide
  • Open
  • Search
  • Use Item
  • Theft
  • Traps Disarm/Set

Additions in future versions

Random settlements

All bigger areas will be generated randomly, a size up to 1024 x 1024 is supported. Hand crafting a map with a size of 1024 x 1024 is very time consuming if done properly. If time is limited (which it always is) the map will be very generic and will be interesting only in a few parts where more time was invested. They idea is that these special parts are still hand crafted but embedded in a random map. This will give the player the feeling that she is actually exploring a huge world. Let’s give two examples:

  1. Big cities: The cities will be filled with shops, homes etc. The player can explore them, rob them, etc. But there may be some special places to discover for her. She can spend a lot of time searhcing for them or (which is the intended way) she has the quicktravel bookmark to go there.
  2. Forrests: The player can wander around and hunt for animals, maybe he may even stumble across a camp of gwarr or another interesting site. But most of the time she will just wander around feeling lost…like in a real forrest. If there is a point of interest in the forrest she can quicktravel to it.
Battlefield map

Battlefield map

Battlefields are maps for combat only. If it is a random encounter on the worldmap a battlefield is chosen according to the tile on which the encounter took place, e.g. if the encoutner took place in hills the battlefield features hills. For sepcial encounters it is possible to create a battlefield specific to this encounter.

Player: All party members and allies NPC: Fixed / randomly generated PC spawns: Area NPC spawns: Fixed / Area

Features

  • Attack

Features ToDo

  • Defend
  • Hide
  • Open chests
  • Shoot
  • Wait
  • Spawn player @ fixed area
  • Spawn Loot
  • Spawn random enemies

Additions in future versions

Random battlefield

While travelling aorund the worldmap the player may encounter hostile NPCs and a combat will start. To give a bit of variety these combat maps will be created randomly.

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World map

World map

The worldmap is an abstraction of the world, where the player moves between settlements. The main gameplay is about surviving in a hostile world. Travelling comes with great risks, maybe not when tavelling on very frequented roads, but a stroll thorugh a smaller forrest may already can lead to death for a unprepared traveller.

Features

Features ToDo

  • Player can enter every tile by keyboard command and spawns on a detailed map. This can be used to insepct areas where the player knows some point of interest is located because she got some hints and exact coordinates. If the area is not a special area a random default map is used.
Different types of maps

Different types of maps

There are three different types of maps. Each map comes with a different set of mechanics and therefore with an adapted UI and different gameplay. Here’s a comprehensive view on the three types:

TypePurposePlayerSize
worldexploration, travelling, survivalsingle agent200 x 200
settlementinteracting with NPCs, explorationsingle agent32 x 32
battlefieldcombatmultiple agents21 x 21

File structure

For each map type a subfolder exists in the map directory:

  • map/battlefield
  • map/settlement
  • map/world

Inside these folders each map has its own subfolder named after the maps title. And inside this folder Directory map/”map_type”/”map_title”/ one can find the following files:

nameoptionaldescription
doors_default.jsonnoCreated automatically as a template for door.json
doors.jsonyesMakes doors_default.json obsolete, stores door information
nonPlayerAgents.jsonyesStores information about NPCs, for each NPC a subfolder is created
quickTravel.jsonyesStores information of the Quicktravel locations
tileEvents.jsonyesStores information for special events
tileMapData.jsonnoStores additional data for the map, e.g. exit points

Inside the map directory there are the following subfolders:

  • cutscene: Here are the cutscenes stored (see cutscene blog entry)
  • one for each NPC (see NPC blog entry)
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