Conference call notes 2013 01 17 - Anticheese/Cataclysm GitHub Wiki
Menu
Data files
Config files
Controls
Player just maps controls to Character / Creature behaviours
Creature-creature interaction
Creature-item interaction
(NPCs / AI)
Map
Coarse and fine modelling
Generating a map
Ecology
(keep in mind things like liquid modelling)
Game objects that can have attributes:
Building
Item
Vehicle
Creatures
Mutations
Cybernetics
Skills
Scripting language integration
investigate possibilities
Attributes
For instance: material, rust
References behaviour and parameters: iron /is/ a material (behaviour), /has/ hardness,
/has/ melting point, /has/ flammability, /has/ explosiveness
rust /is/ a material modifier (behaviour), /has/ percentage degradation,
/has/ stats affected, /has/ materials affected
bar /is/ a building, /has/ type/category
streetName /is/ a name, /has/ a list of names, /has/ applies-to
boulevard /is/ a streetType
Multiple inheritance (rusty iron sword -> sword (attribute) behaviour + iron (attribute) behaviour + rust (attribute) behaviour)
Mutual exclusiveness (only one type)
Rule applying attributes
Modelling causes attributes to be applied?
In the raws!
Workflow for content
(define new behaviour in source code)
define new attributes