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Fairlanes

One day, a Field Mouse thumped me.

tl:dr

8 accounts. 5 parties per account 5 players per party 5 skills per player

dynamic TUI animation effects?

up next: event driven w/animation timed combat simulation see! field mouse flash twice! see! targetted player flash the result! (crit/dmg/heal)

step one: get the code compiling with enough pieces it could maybe eventually work step two: write tests for major classes to prove functionality works as expected step thr: Observe Thump from a Field Mouse, and be Enlightened

to build:

mkdir build
cd build
cmake ..

windows cmake --build .

linux cmake --build . -- -j16

f1-f8 will switch between accounts

Tracy is integrated, grab it from https://github.com/wolfpld/tracy/releases and you should be able to connect

Blather

Playing around w/EnTT, FTX::UI, boost_ext / SML and turn based combat systems

cmake --build . --target clang-format

find src -type f \( -name '_.cpp' -o -name '_.hpp' -o -name '_.c' -o -name '_.h' \) -exec clang-format -i {} +

This is the design doc at the moment, none of the below is implemented.

At the start, for dev purposes, this is scoped as an autobattler that the machine itself plays - this is basically a advanced version of Progress Quest.

The Loop: Go to (Area) kill monsters get loot return to town, heal up craft gear, maintain gear on level up, progress skills (assuming skills are level-cap based) get consumables goto 11

Story

We start in a small village, and life is simple enough. As we get to a certain level, the village is attacked and we must explore the larger world.

A core part of the progression is that we start in a small village, w/no magic - just normal swords / daggers / maces etc. at 25% into the game, we start seeing magic. at 50%, we start seeing modern weapons. at 75%, we start seeing cyber + lazer weapons. (modern / magic introductions are still 'up in the air' for ordering)

This progression means that old defenses are invalidated as we move 'chapters'. This implies at the least gearing resets, and possibly different sets of gear depending on what types of enemies you are expecting to encounter.

Questions

How is area selected? is it level locked or ability to kill locked? is creature selection biome based? what damage types do we have? what are caps for resistances? what are the damage reduction formulas?

Skills

so by default, you don't know anything but you venture into the forest, and a field mouse uses Thump on you and then you learn the skill Thump and the power spiral begins

we're making 5's a thing here. so each acccount has 5 parties, each party has 5 members, and each party member has 5 skills.

Skills can be abandoned at any time. Some skills will leave behind permanent buffs even when abandoned, others require the skill to be learned (and optionally levelled!) for their effects.

We're going to need tags for the skills. Thump is a damage, physical skill. It doesn't use any weapons.

how does experience work?

Level cap is 100 at level 1, you need to kill 10 things to get to level 2 at level 70, you would need to kill 710 things to get to level 71

Biomes

Plains - Wolves, Horses, Meerkats Tundra - Bison Forest - Spiders, Squirrels, Wolves Dark Forest - Snails Jungle - Snakes, Gecko Murky Swamp - Mosquitos, Dragonflies Fetid Swamp - active rot - Mushrooms Oceanside - Crabs, Eels, Octopus Caves - Bats, Blind Scorpions Desert - Scorpions, Tarantula Mines - Dark Bats, Ship - Narwahl, Swordfish, Kraken Ice (berg? or just snowy outside?) - Yeti

Drops

Loot tables are biome based Each monster type has a specific rare drop most monsters do not drop currency, but they do drop trash that merchants will buy bag full = go sell

Farming minigame

Grow reagents for consumables, seeds are purchasable or available as drops in certain biomes plot size and time passing mutations?

Consumables

  • Healing Potion (1 for each 10 levels)
  • Mana Potion (1 for each 10 levels)
  • Micro, Mini, Tiny, Little, Small, Plain, Extra, Large, Huge, Gigantic

Entity Component Types

please generate the documentation and refer to fl::ecs::components

Areas

Cycle I: Origin

Cycle II: Resonance

Cycle III: Conflict

Cycle IV: Singularity

Currencies

ᛞ Darrin-mark

The Code

We currently have a god object, GrandCentral. Nothing else is allowed to know about GrandCentral, it's just the owner for all the things.

AppContext has log*, registry*, and rng_.

About

TUI auto autobattler in C++

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