Stendhal Achievement Development: Difference between revisions

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{{Navigation for Stendhal Top|Contributing}}
{{Navigation for Stendhal Top|Contributing}}
{{Navigation for Stendhal Contributors}}
{{Navigation for Stendhal Contributors}}
{{Stendhal Achievements}}
== Collecting Ideas ==
== How to add achievements to the game? ==
{{TODO|describe the steps towards adding new achievements

* Conditions
* Tracked data
* How to check for new reached achievements?
** Quests needs manual work
** item looting, zone changes trigger automatically achievement checks}}

== Development Idea Collection ==
Within this section you find ideas and concepts on initial development of achievements.
=== Collecting Ideas ===
* collect more achievement ideas and nice titles at [[Stendhal Achievement Ideas]]
* collect more achievement ideas and nice titles at [[Stendhal Achievement Ideas]]
** gives hints for further design decisions
** gives hints for further design decisions
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* should fulfilling an achievement be rewarded?
* should fulfilling an achievement be rewarded?


== Client and Website ==
=== Client and Website ===
* Should achievements be visible within the game? (low prio)
* Should achievements be visible within the game? (low prio)
** look action on player could be extended by a title based on the amount of fullfilled achievements
** look action on player could be extended by a title based on the amount of fullfilled achievements
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* Have a audio notice when someone reaches an achievement?
* Have a audio notice when someone reaches an achievement?


== Design Ideas ==
=== Design Ideas ===
There are several things to consider when developing the achievements handling.
There are several things to consider when developing the achievements handling.
=== Database and Class Model ===
==== Database and Class Model ====
* database table(s) to display achievements on website
* database table(s) to display achievements on website
** table for achievment types? maybe not needed, strings could be applied in the reached achievements table
** table for achievment types? maybe not needed, strings could be applied in the reached achievements table
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PRIMARY KEY(id)
PRIMARY KEY(id)
)
)
=== Ingame tracking and checking ===
==== Ingame tracking and checking ====
* check if player has fulfilled an achievement
* check if player has fulfilled an achievement
** <del>"polling" every x turns via TurnListener, but could be a bad idea as checking might be expensive</del> approach discarded --[[User:Madmetzger|Madmetzger]] 07:20, 29 July 2010 (UTC)
** <del>"polling" every x turns via TurnListener, but could be a bad idea as checking might be expensive</del> approach discarded --[[User:Madmetzger|Madmetzger]] 07:20, 29 July 2010 (UTC)
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** <del>building block system using existing ChatConditions</del> Achievements use the ChatConditions for checking stuff
** <del>building block system using existing ChatConditions</del> Achievements use the ChatConditions for checking stuff
*** <del>categorized by type of event to determine what to check, i.e. killed x creatures of type y condition should only be checked when having killed a creature but not on looting an item</del> already implemented by categorizing achievements and checking only the right category at each event
*** <del>categorized by type of event to determine what to check, i.e. killed x creatures of type y condition should only be checked when having killed a creature but not on looting an item</del> already implemented by categorizing achievements and checking only the right category at each event
==== Quest Achievements ====
===== Quest Achievements =====
* number of finished quests already tracked
* number of finished quests already tracked
* repeatable quests should all count the completions of a player
* repeatable quests should all count the completions of a player
* <del>missing counting: Elf Princess Quest</del> (more missing?)
* <del>missing counting: Elf Princess Quest</del> (more missing?)
* <del>finished x times a quest</del> already implemented
* <del>finished x times a quest</del> already implemented
==== Item Achievements ====
===== Item Achievements =====
* looted items should be tracked in a map for each player with key item name and value number of loots
* looting items (not yet tracked)
* looting items (not yet tracked)
* putting items into bank (not yet tracked)
* putting items into bank (not yet tracked)
* collected x items
* collected x items
* looted certain collection of items
* looted certain collection of items

==== Fighting Achievements ====
===== Fighting Achievements =====
* <del>killed creatures</del> already tracked
* <del>killed creatures</del> already tracked
* killed creature without a weapon
* killed creature without a weapon
* <del>killed x creatures</del> already implemented
* <del>killed x creatures</del> already implemented
* <del>killed x of y different creatures --> is extension of existing condition possible?</del>
* <del>killed x of y different creatures --> is extension of existing condition possible?</del>
==== Zone Achievements ====
===== Zone Achievements =====
* for zone visit achievements, how to check them:
* for zone visit achievements, how to check them:
** <del>hardcoded list of zones to visit for the achievement</del> hardcoded zone name lists don't seem to be maintainable
** <del>hardcoded list of zones to visit for the achievement</del> hardcoded zone name lists don't seem to be maintainable

Latest revision as of 17:27, 4 January 2011


Stendhal Achievements

How to add achievements to the game?

TODO: describe the steps towards adding new achievements

  • Conditions
  • Tracked data
  • How to check for new reached achievements?
    • Quests needs manual work
    • item looting, zone changes trigger automatically achievement checks

Development Idea Collection

Within this section you find ideas and concepts on initial development of achievements.

Collecting Ideas

  • collect more achievement ideas and nice titles at Stendhal Achievement Ideas
    • gives hints for further design decisions
    • can help structuring achievements into categories
  • should fulfilling an achievement be rewarded?

Client and Website

  • Should achievements be visible within the game? (low prio)
    • look action on player could be extended by a title based on the amount of fullfilled achievements
  • Website should be extended with a hall of fame section on achievements
    • calculate a score on difficulty of an achievement (killing x rats gets less points than reaching max xp for example)
      • basic score for each achievement
      • actual score for each reached achievement = basic score / number of players having reached that achievement
    • display medals on character pages; different colours or design in relation to the calculate point
  • Have a log about recently reached achievements on the website? (i.e. player has reached Junior Explorer achievement)
    • Add reaching achievements to recent events page
  • Have a audio notice when someone reaches an achievement?

Design Ideas

There are several things to consider when developing the achievements handling.

Database and Class Model

  • database table(s) to display achievements on website
    • table for achievment types? maybe not needed, strings could be applied in the reached achievements table
    • table for player has reached achievement
    • possible class model draft and a corresponding table draft

CREATE TABLE achievement IF NOT EXISTS (
    id INTEGER AUTO_INCREMENT NOT NULL,
    identifier VARCHAR,
    title VARCHAR,
    category VARCHAR,
    description VARCHAR,
    base_score INTEGER,
    PRIMARY KEY(id)
)
CREATE TABLE reached_achievement IF NOT EXISTS (
    id INTEGER AUTO_INCREMENT NOT NULL,
    charname VARCHAR,
    timedate TIMESTAMP default CURRENT_TIMESTAMP,
    achievement_id INTEGER,
    PRIMARY KEY(id)
)

Ingame tracking and checking

  • check if player has fulfilled an achievement
    • "polling" every x turns via TurnListener, but could be a bad idea as checking might be expensive approach discarded --Madmetzger 07:20, 29 July 2010 (UTC)
    • "telling" when to check, similar to tutorial events or when raising game events (we have possibly the type here)? approach discarded --Madmetzger 07:20, 29 July 2010 (UTC)
    • store reached achievements as string set in player object: load reached achievements from database on login into a volatile set in player object
    • how to store progress for a certain achievement?
      • using a map?
      • key = achievement name, value progress value? statistics should be tracked for everything that might be checked for an achievement --Madmetzger 07:20, 29 July 2010 (UTC)
      • add data recording that can be checked
  • find a way to conveniently add new achievements using ChatConditions and the factories makes it easy to add new achievements
    • loading system for achievements like stendhal quest system? AchievementNotifier loads achievements on initialization
    • building block system using existing ChatConditions Achievements use the ChatConditions for checking stuff
      • categorized by type of event to determine what to check, i.e. killed x creatures of type y condition should only be checked when having killed a creature but not on looting an item already implemented by categorizing achievements and checking only the right category at each event
Quest Achievements
  • number of finished quests already tracked
  • repeatable quests should all count the completions of a player
  • missing counting: Elf Princess Quest (more missing?)
  • finished x times a quest already implemented
Item Achievements
  • looted items should be tracked in a map for each player with key item name and value number of loots
  • looting items (not yet tracked)
  • putting items into bank (not yet tracked)
  • collected x items
  • looted certain collection of items
Fighting Achievements
  • killed creatures already tracked
  • killed creature without a weapon
  • killed x creatures already implemented
  • killed x of y different creatures --> is extension of existing condition possible?
Zone Achievements
  • for zone visit achievements, how to check them:
    • hardcoded list of zones to visit for the achievement hardcoded zone name lists don't seem to be maintainable
    • exclude all zones including "house", "apartment"
    • zones starting with "int" are interiors, region is within zone name zones have a method isInterior() to check
    • zones starting with a number >-1 are above ground, region is within zone name exterior zones have a method getLevel()to check
    • zones starting with a number <-1 are below ground, region is within zone name exterior zones have a method getLevel()to check
    • use zone level attribute, area is in name/xml file, and add a flag to zone xml for accessibility to all players implemented