StendhalDesign: Difference between revisions
Replaced pig by sheep |
Replaced pig by sheep |
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Revision as of 10:42, 24 February 2005
This small doc tries to make a contract agreement about what is stendhal and what it needs to include. It considers the existing [Roadmap] and tries to give a coherent vision of what we are trying to get.
Consider using the Discussion tab to query about particular things or making suggestions.
Plot
Stendhal's plot is to grow Sheeps by taking them with you to eat on the plains or the forest.
The task is not simple because you will have to look after them because hungry wolves will try to eat your Sheep. So be careful and protect your Sheep.
Sheeps must be bought when small at Farm, and sell later when you grow it at the Village. For each Sheep you sell when it has grow up, you will get an extra income.
You will need to spend money on getting new weapons and armors and healing potions.
As you see Stendhal is a minigame that try to push everything related to RPG:
- task
- actions
- areas
If Arianne get Stendhal working, the problem is just scaling up the result. :)
Design
Idea
The whole game area would looks like:
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg
It is split in 4 different areas to test the multizone feature.
Players need to change zone in order to accomplish their task.
Use cases description
We need to use several use cases to describe our game.
Player's user case
- Player enter village in entry point
- Player moves to Farm zone
- Player talks with Sheep seller
Player: Hi Seller: Greetings! How may I help you? Player: buy Sheep Seller: Do you want to buy a Sheep for 50 coins? Player: yes Seller: Thank you! Bye
- Player moves. Sheep follows Player.
- Player moves to plains
- Player moves around looking for food
- Player protect Sheep of wolves attacks
- When Sheep is big enough Player moves to Village
- Player talks with Sheep buyer
Player: Hi Buyer: Greetings! How may I help you? Player: sell Sheep Buyer: Do you want to sell this Sheep for 73 coins? Player: yes Buyer: Thank you! Bye
- Player spend money in new Sheep and equipment
- Armor
- Weapon
- Healing potions
Sheep seller's user case
FOREVER do:
- Listen to Player
- If listen "Hi":
- Seller says "Greetings <Player>!"
- If listen "Buy Sheep" from Player:
- Seller says "Do you want to buy a Sheep for 50 coins?"
- If listen "yes" from Player:
- If Player money - 50 > 0:
- set Player money=Player money - 50
- Duplicate Sheep
- Make Sheep follows Player
- If Player money - 50 > 0:
- Say bye to Player
DONE
Sheep buyer's user case
FOREVER do:
- Listen to Player
- If listen "Hi":
- Seller says "Greetings <Player>!"
- If listen "Sell Sheep" from Player:
- Estimate Sheep value related to Sheep weight
- Seller says "Do you want to sell buy a Sheep for <estimated price> coins?"
- If listen "yes" from Player:
- set Player money=Player money + <estimated price>
- Destroy Sheep
- Say bye to Player
DONE
Sheep's user case
- Sheep is in Farm
- Player buys Sheep
- Sheep seller duplicates Sheep
- Sheep follows Player
- If Sheep finds food:
- Sheep moves to food
- Sheep eats food
- Sheep gains weight
- Player sells Sheep
- Sheep dissappear
Wolf's user case
- Wolf moves
- If Wolf sees Sheep:
- Wolf attacks Sheep
- If Wolf is attacked:
- Wolf attacks Attacker
Entities
The above user cases shows the next entities in our system:
- Sheep
- Sheep seller
- Sheep buyer
- Wolf
- Player
- Food
- Armor
- Weapon
- Healing potion
Let's describe each entity with its attributes and actions related.
Sheep
It has the following set of attributes:
- x
- y
- dx
- dy
- hp
- owner
- weight
Sheep tasks would be:
- follow
- eat
Sheep behaviour is mainly to follow owner and look for food.
If Sheep finds food, it will eat.
Sheep will runaway if it is attacked by wolves.
Wolf
It has the following set of attributes:
- x
- y
- dx
- dy
- hp
- atk
Wolf tasks would be:
- follow
- attack
- patrol
- chat
Wolf behaviour consists in patrolling some assigned areas.
If Wolf finds Sheep, it will attack Sheep.
If Wolf is attacked, Wolf attacks.
If Wolf is injured, Wolf will runaway.
Sheep seller and Sheep buyer
It has the following set of attributes:
- x
- y
- dx
- dy
- atending
seller and buyer tasks would be:
- patrol
NPC behaviour consists in listening to people near them.
If person says "Hi", NPC faces person and generate conversation.
Player
It has the following set of attributes:
- x
- y
- dx
- dy
- hp
- atk
- Sheep
- money
It has three slots:
- armor
- hand
- backpack
Player tasks would be:
- move
- attack
- chat
Food
It has the following set of attributes:
- x
- y
- quantity
Food will regenerated each X units of time.