Conference call notes 2013 01 17 - Anticheese/Cataclysm GitHub Wiki

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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