-
Notifications
You must be signed in to change notification settings - Fork 1
Architecture
GameMaker Studio 2 is an all-in-one package, which means it contains all necessary libraries to facilitate the creation of our game. GML is the sole programming language used for scripting in GameMaker, and it does not support other languages. Therefore, there will be no need for additional libraries, languages, or APIs to deliver our project.
- Screen - Battle Interface issue
- Stat - Health issue
- Stat - Agility issue
- Stat - Strength issue
- Stat - Endurance issue
- Stat - Carrying Capacity issue
- Stat - Speed issue
- NPC - Living Onion issue
- NPC - Scarecrow issue
- NPC - Villager issue
- Enemy NPC - Bandit issue
- Weapon - Scythe issue
- Weapon - Sword issue
- Game level - Forest issue
- Game level - Field issue
- Screen - Start Screen issue
- Consumable - Health Potion issue
Our game will be released as a binary .exe file, as GameMaker allows for compiling projects directly into executable files. Testers will be linked to a separate GitHub repository containing this executable, which they can then use to download and run the game.
As can be seen in the model, the Town object will have multiple other objects within it. Houses will be decorative structures and will be impassable (the player will not be able to walk through it). The Wall works similarly, in that walls are decorative impassable objects meant to guide the player's path, keep them out of certain areas, etc. Villagers will be NPCs that walk/stand around towns, when interacted with, they will display their string of Dialogue to the player. The Player will be represented by a sprite on the screen, which will move in response to player input. Shops will be impassable buildings that when interacted with will bring the player into an interaction with the associated Merchant. The Merchant will display their string of Dialogue to the player, and the player will be purchase items from the Merchant's Inventory. Inns will be impassable buildings that when interacted with will bring the player into an interaction with the associated Innkeeper, who will display their Dialogue string (showing the price of a stay at the inn), if the player decides to stay they will lose some gold and regain all health.
The main part of the World Map are the multiple types of Nodes - the Node, the TownNode, and the OverworldNode. The Node is meant to be the most basic place that the player can visit. When the Node is interacted with, the player will be brought into a level, these can be a field or a forest, and act as the paths between more important and complex areas. The TownNode will bring the player into a Town level when interacted with. An OverworldNode will bring the player into an OverworldLevel when interacted with (these will not be included in the Proof of Concept), these can be dungeons, evil castles, caves, etc. Finally, the Player object is an icon that represents the player on the map. The Player will move around with input from the user, traveling along the lines on the map from node to node.
The battle screen will largely consist of character objects and menu objects. Each character will have a plethora of stats that carry on from other parts of the game (i.e., instanced levels), but notably in the battle screen each will be assigned a number in the turn order according to their speed stats. The status menu will display HP and MP levels for each character in the player party. The move menu will hold buttons for the player to choose the moves of the selected player party character, which will display the available moves for said character when clicked on. The amount of quick slots will vary from character to character, and the items each character carries in them will be shown when that character is selected.
The Start Screen will be simple and will consist of multiple object for the player to interact with. New game will create a new instance of the game, Continue will return the player the the most recent instance of the game they last played, Load will let the player choose which instance the game will continue from based on the players save data, lastly Exit will exit the game.
A basic example of a town with a wandering villager, a potion merchant stall, a magic shop, an inn, a smithy (weapon and armor shop), a house, and a church. Walls are used to keep the player on the path leading around town. This example is not representative of an actual town in-game, as those will vary in layout, house design, type and number of shops, and design and number of villagers.
A basic representation of the World Map of the game. The player moves from node to node and will enter the level at that node when interacted with. Designs of all nodes, shape of continent, number of nodes, player icon, color, etc. are all subject to change as development progresses.
A typical battle instance, where players take on an enemy party consisting of a variable amount of hostile NPCs, choosing every move for each member of their party while the AI controls the enemy party. Turn order based on characters' speed stats determines the order in which characters on either party makes their moves. Upon defeating an enemy party, players can be rewarded with a variety of loot and gold.
An example of the start screen while not the final draft of the actual start screen captures the essence of what the start screen needs to have . Here the player chooses if they want to start a new save, continue from the most recent save, load a different save, or to exit the game entirely.