StendhalDesign: Difference between revisions

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This small doc tries to makecreate a contractan agreement abouton what stendhal is stendhalabout and what it needs to include. It considers the existing [[http://arianne.sourceforge.net/wiki/index.php/StendhalObjectives#Roadmap Roadmap]] and tries to give a coherent vision of what we are trying to getcreate.
 
ConsiderPlease usinguse the Discussion tab (found in the menu at the top of the page) to query about particular things or makingmake suggestions.
 
= Plot =
Stendhal's plot is to grow SheepsSheep by taking them with you to eat on the plains or theforest forestto graze.<br>
The task is not as simple becauseas it may sound though, as you will have to look afterprotect them becausefrom hungry wolves! will try to eatUse your Sheep.skill, Sostrength beand carefulwit andto protectdestroy yourthe Sheepattackers.
 
SheepsLambs must first be bought whenat small ata Farm, and sell later whensold youat growthe itVillage atwhen thethey are Villageplump enough. For each Sheep you sell, when it has growfully upgrown, you will get an extra income.
 
You will need to spend your money on getting new weapons, and armorsarmor and healing potions.
 
As you can see Stendhal is a minigame that will try to push and thus test everything related to a fully blown RPG:
* task
* actions
* areas
 
If Arianne is a successful platform to get Stendhal working, the problemonly isissue justis scaling up the result. :)
 
= Design =
== Idea ==
The whole game area wouldwill lookslook like:
 
http://arianne.sourceforge.net/wiki_images/Stendhal_Map.jpg
 
It is split in to 4 different areas to test the multizonemultizones feature of Arianne.<br>
Players need to change zone in order to accomplish their task.
 
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== Entities ==
The above user cases showsdescribe the nextneed for the following entities in our system:
* Sheep
* Sheep seller
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* Healing potion
 
Let's describe each entity withand its attributes and actions related.
=== Sheep ===
ItA sheep has the following set of attributes:
* x
* y
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* weight
 
Sheep tasks wouldshould be:
* follow
* eat
 
SheepThe sheeps behaviour is mainly to follow its owner and look for food.<br>
If the Sheep finds food, it will eat.<br>
Sheep will runaway if it is attacked by wolves.<br>
 
=== Wolf ===
ItWolves hashave the following set of attributes:
* x
* y
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* atk
 
Wolf tasks wouldshould be:
* follow
* attack
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* chat
 
Wolf behaviour consists inof patrolling some assigned areas.<br>
If the Wolf finds a Sheep, it will attack Sheep.<br>
If the Wolf is attacked, the Wolf returns the attacks.<br>
If the Wolf is injured, the Wolf will runaway.<br>
 
=== Sheep seller and Sheep buyer ===
ItThe hasbuyer and seller have the following set of attributes:
* x
* y
* dx
* dy
* attending
* atending
 
seller and buyer tasks would be:
* patrol
 
NPC behaviour consists inof listening to people near them.<br>
If person says "Hi", NPC faces person and generategenerates conversation.<br>
 
=== Player===
ItThe player has the following set of attributes:
* x
* y
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* flock
 
Player tasks wouldshould be:
* move
* attack
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=== Food ===
ItFood has the following set of attributes:
* x
* y
* quantity
 
Food will be regenerated eachevery X units of time.<br>
 
== Pseudocode ==
It is a nicegood thingidea to write first awrite pseudo code of how the design ideas should be codedimplemented, as it will allow us to spot problems that are later harder to solve.