mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
A commit to save my soul as I'm going to fuck up things a bit...
This commit is contained in:
132
ABOUT.md
132
ABOUT.md
@@ -1,132 +0,0 @@
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## About gamemaking ##
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### CHALLENGING, NOT PUNISHING ###
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https://www.youtube.com/watch?v=ea6UuRTjkKs
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1. CONSISTENT RULES
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- No arbitrary unstoppable death
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2. Player's skill involved
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- Can play around, not restart
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3. Usability of in-game tools
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- Players should be able to 'regret' their strategy and adjust.
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4. Comfortable control
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5. Make players overcome the challenge, not defeating them
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6. Let players have "aha" moment when they failed.
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- Make them hungry to retry with new strategies.
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- Some small things they've could done differently
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- e.g. "One-big-hit didn't worked, may I should've picked up high DPS one"
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### MORE DEPTH, LESS COMPLEXITY ###
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https://www.youtube.com/watch?v=jVL4st0blGU
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1. Memorise less!
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- Less burden to, even starting the game
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- Start with gentle learning curve, getting slowly steep
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- Intuitive UX (UI, control, ...)
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- Good tutorial = lessens complexity
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2. Intuitive!
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3. Calculations per second
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- reduce!
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4. Players have to know everything to even begin the play ### FAIL (irreducible complexity)
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- Make them get familiar with rules of the game
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- Dwarf Fortress failed this!
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### Lots of things players can play with (aka don't make them bored) ###
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- Combat, battle, building, mechanics, adventure, dungeon explore, spelunking
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- Not scaled; easy combat, tough combat, tedious combat, etc.
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### Achieving perfect imbalance ###
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https://www.youtube.com/watch?v=e31OSVZF77w
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- Make sure no matter how you skilled, your playable character cannot be good at everything
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- Give players __wide pool of options__ to solve problem
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(kill the boss, defend their adobe, fast transportation, etc.)
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**_What feeling do you want to convey?_**
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### Always think WHY you want to add _something_ on the game ###
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- e.g. Why are you adding RPG leveling system? What it would do to the players? How would they play with?
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See also: *HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS*
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## About this very game ##
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### Friendlier version of Dwarf Fortress Adventure mode ###
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- Yet _lots of fun_
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- Add Fortress mode features by 'make your own settling'
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- Hard to actually die, but once you die, you're done.
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+ Config: imtooyoungtodie for easy mode
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- Genre: Adventure, Open world (towns in RPG, building, town managing (conquer existing one or
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you build one and persuade existing people to move in) -> See Dwarf Fortress and Animal Crossing)
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* Adventure: adventure this vast—5,5 km wide—world, discover new (and good/horrible) things
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* Open world:
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- Building: building your own houses, structures, etc.
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- Town managing:
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1. Build your own little hamlet and manage it
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or-
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2. Conquer existing one and become a ruler
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The town is a special hamlet that can be tailored for your taste
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- Survival:
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mobs will trying to attack your assets (yourself, your hamlet, your people)
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### Side view ###
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### Interact menu w/ mouse right ###
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### Pixelated sprites ###
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- Use 2x sprites if rotating does not work well
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### User experience ###
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* Indicative mouse cursor
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### Game mechanics ###
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* 24 pixels == 1 metre
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### Purpose of the game ###
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* Boss
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- Will be mentioned/shown as absolute _evil_.
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- But actually is not.
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* Theme
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- Is an evil really really is what we think?
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- Is there a thing as 'absolute evil'?
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* Boss character
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- From debugger character
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- Name key: "Sigriðr hinn Dróttningin" (can be changed)
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* Little setting
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- A ruler, hated by people
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* Mechanics
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- Beating boss does not ends the game, but grants an ability to
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create new character as it.
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@@ -33,8 +33,8 @@ class TestPick extends GameItem {
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boolean stackable = true
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int maxDurability = 147
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float durability = maxDurability
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int equipPosition = EquipPosition.HAND_GRIP
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String inventoryCategory = Category.TOOL
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int equipPosition = 9 //EquipPosition.HAND_GRIP
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String inventoryCategory = "tool" //Category.TOOL
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// !! TEST MATERIAL !!
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Material material = new Material(0,0,0,0,0,0,0,0,1,0.0)
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211
assets/modules/dwarventech/virtualcomputer/arstars.kts
Normal file
211
assets/modules/dwarventech/virtualcomputer/arstars.kts
Normal file
@@ -0,0 +1,211 @@
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import java.io.InputStream
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import java.io.OutputStream
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/**
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* Just to make things slow down
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*
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* This version of Brainfuck fills memory with sanitised input program, and initialises
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* memory pointer to be just right after your input program. This brings three major improvements:
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*
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* 1. Possibility of Self-modifying code
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* 2. Fucks your brain even more
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* 3. Forces you to enhance your calm
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*
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* Also note that program counter and memory pointer will wrap around when commands are executed,
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* but not when program is being loaded (will throw OutOfMemoryException).
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*
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* If memory at Program Counter is equal to 0xFF, it is interpreted as termination. (0xFF is NOT a
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* valid opcode for input program, however)
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*
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* Created by minjaesong on 17-04-29.
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*/
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class BFVM(
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val memSize: Int = 65536,
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val stdout: OutputStream = System.out,
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val stdin: InputStream = System.`in`
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) {
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private val ZERO = 0.toByte()
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private val INP = '>'.toByte()
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private val DEP = '<'.toByte()
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private val INC = '+'.toByte()
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private val DEC = '-'.toByte()
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private val PRN = '.'.toByte()
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private val RDI = ','.toByte()
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private val JPZ = '['.toByte()
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private val JPN = ']'.toByte()
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private val CYA = 0xFF.toByte()
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private val bfOpcodes = hashSetOf<Byte>(43,44,45,46,60,62,91,93)
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private val instSet = hashMapOf<Byte, () -> Unit>(
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Pair(INP, { INP() }),
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Pair(DEP, { DEP() }),
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Pair(INC, { INC() }),
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Pair(DEC, { DEC() }),
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Pair(PRN, { PRN() }),
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Pair(RDI, { RDI() }),
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Pair(JPZ, { JPZ() }),
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Pair(JPN, { JPN() })
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)
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private var r1: Byte = ZERO // Register One (Data register)
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private var r2 = 0 // Register Two (Scratchpad); theoretically I can use R1 but it limits bracket depth to 254
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private var mp = 0 // Memory Pointer
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private var pc = 0 // Program Counter
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private var ir = 0 // Instruction Register; does lookahead ahd lookbehind
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private val mem = ByteArray(memSize)
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/*
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Input program is loaded into the memory from index zero.
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Interrupts are hard-coded, 'cause why not?
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Code Mnemo. Desc.
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----|------|-----
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INP > Increment pointer
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DEP < Decrement pointer
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INC + Increment memory
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DEC - Decrement memory
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PRN . Print as text
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RDI , Read from input
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JPZ [ Jump past to matching ] when mem is zero
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JPN ] Jump back to matching [ when mem is non-zero
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[ Internal operations ]
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CYA 0xFF Marks end of the input program
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*/
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// NOTE: INC_PC is implied
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private fun INP() {
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INC_MP()
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}
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private fun DEP() {
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DEC_MP()
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}
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private fun INC() {
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r1 = mem[mp]
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r1++
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mem[mp] = r1
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}
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private fun DEC() {
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r1 = mem[mp]
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r1--
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mem[mp] = r1
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}
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private fun PRN() {
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stdout.write(mem[mp].toInt())
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}
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private fun RDI() {
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r1 = stdin.read().toByte()
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mem[mp] = r1
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}
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private fun JPZ() {
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if (mem[mp] == ZERO) {
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// lookahead
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ir = pc
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r2 = 0
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while (r2 != -1) {
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INC_IR()
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if (JPZ == mem[ir]) {
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r2++
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}
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else if (JPN == mem[ir]) {
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r2--
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}
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}
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pc = ir
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}
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}
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private fun JPN() {
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if (mem[mp] != ZERO) {
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// lookbehind
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ir = pc
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r2 = 0
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while (r2 != -1) {
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DEC_IR()
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if (JPN == mem[ir]) {
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r2++
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}
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else if (JPZ == mem[ir]) {
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r2--
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}
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}
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pc = ir
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}
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}
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// END OF NOTE (INC_PC is implied)
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fun execute() {
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while (mem[pc] != CYA) {
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//println("pc = $pc, mp = $mp, inst = ${mem[pc].toChar()}, mem = ${mem[mp]}")
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instSet[mem[pc]]?.invoke() // fetch-decode-execute in one line
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INC_PC()
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}
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}
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fun loadProgram(program: String) {
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val program = program.toByteArray(charset = Charsets.US_ASCII)
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pc = 0 // FOR NOW it's PC for input program
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mp = 0 // where to dump input bytes
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|
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while (pc < program.size) {
|
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if (pc >= memSize - 1) {
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throw OutOfMemoryError("Virtual Machine Out of Memory")
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}
|
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|
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r1 = program[pc]
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|
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if (r1 in bfOpcodes) {
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mem[mp] = r1
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INC_MP()
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}
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|
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INC_PC()
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}
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|
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|
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mem[program.size] = CYA
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mp = (program.size + 1) mod memSize
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pc = 0
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ir = 0
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}
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|
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|
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private fun INC_PC() { pc = (pc + 1) mod memSize }
|
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private fun INC_IR() { ir = (ir + 1) mod memSize }
|
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private fun DEC_IR() { ir = (ir - 1) mod memSize }
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private fun INC_MP() { mp = (mp + 1) mod memSize }
|
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private fun DEC_MP() { mp = (mp - 1) mod memSize }
|
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private infix fun Int.mod(other: Int) = Math.floorMod(this, other)
|
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}
|
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|
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|
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val vm = BFVM()
|
||||
|
||||
val factorials = """
|
||||
+++++++++++
|
||||
>+>>>>++++++++++++++++++++++++++++++++++++++++++++
|
||||
>++++++++++++++++++++++++++++++++<<<<<<[>[>>>>>>+>
|
||||
+<<<<<<<-]>>>>>>>[<<<<<<<+>>>>>>>-]<[>++++++++++[-
|
||||
<-[>>+>+<<<-]>>>[<<<+>>>-]+<[>[-]<[-]]>[<<[>>>+<<<
|
||||
-]>>[-]]<<]>>>[>>+>+<<<-]>>>[<<<+>>>-]+<[>[-]<[-]]
|
||||
>[<<+>>[-]]<<<<<<<]>>>>>[+++++++++++++++++++++++++
|
||||
+++++++++++++++++++++++.[-]]++++++++++<[->-<]>++++
|
||||
++++++++++++++++++++++++++++++++++++++++++++.[-]<<
|
||||
<<<<<<<<<<[>>>+>+<<<<-]>>>>[<<<<+>>>>-]<-[>>.>.<<<
|
||||
[-]]<<[>>+>+<<<-]>>>[<<<+>>>-]<<[<+>-]>[<+>-]<<<-]
|
||||
"""
|
||||
|
||||
vm.loadProgram(factorials)
|
||||
vm.execute()
|
||||
@@ -25,6 +25,11 @@ class BFVM(
|
||||
val stdout: OutputStream = System.out,
|
||||
val stdin: InputStream = System.`in`
|
||||
) {
|
||||
annotation class Unsigned
|
||||
|
||||
private val DEBUG = true
|
||||
|
||||
|
||||
private val ZERO = 0.toByte()
|
||||
|
||||
private val INP = '>'.toByte()
|
||||
@@ -35,8 +40,16 @@ class BFVM(
|
||||
private val RDI = ','.toByte()
|
||||
private val JPZ = '['.toByte()
|
||||
private val JPN = ']'.toByte()
|
||||
|
||||
private val CYA = 0xFF.toByte()
|
||||
|
||||
private val LDZ = '0'.toByte()
|
||||
private val ADM = 'M'.toByte()
|
||||
private val ADP = 'P'.toByte()
|
||||
private val SBM = 'm'.toByte()
|
||||
private val SBP = 'p'.toByte()
|
||||
|
||||
|
||||
private val bfOpcodes = hashSetOf<Byte>(43,44,45,46,60,62,91,93)
|
||||
|
||||
private val instSet = hashMapOf<Byte, () -> Unit>(
|
||||
@@ -47,9 +60,16 @@ class BFVM(
|
||||
Pair(PRN, { PRN() }),
|
||||
Pair(RDI, { RDI() }),
|
||||
Pair(JPZ, { JPZ() }),
|
||||
Pair(JPN, { JPN() })
|
||||
Pair(JPN, { JPN() }),
|
||||
Pair(LDZ, { LDZ() })
|
||||
)
|
||||
|
||||
private val instOneArg = hashMapOf<@Unsigned Byte, (Int) -> Unit>(
|
||||
Pair(ADM, { i -> ADM(i) }),
|
||||
Pair(ADP, { i -> ADP(i) }),
|
||||
Pair(SBM, { i -> SBM(i) }),
|
||||
Pair(SBP, { i -> SBP(i) })
|
||||
)
|
||||
|
||||
private var r1: Byte = ZERO // Register One (Data register)
|
||||
private var r2 = 0 // Register Two (Scratchpad); theoretically I can use R1 but it limits bracket depth to 254
|
||||
@@ -78,6 +98,14 @@ class BFVM(
|
||||
|
||||
[ Internal operations ]
|
||||
CYA 0xFF Marks end of the input program
|
||||
|
||||
[ Optimise operations ]
|
||||
LDZ 0 Set memory to zero
|
||||
ADM M Add immediate to memory (RLEing +)
|
||||
ADP P Add immediate to memory pointer (RLEing >)
|
||||
SBM m Subtract immediate to memory (RLEing -)
|
||||
SBP p Subtract immediate to memory pointer (RLEing <)
|
||||
|
||||
*/
|
||||
|
||||
// NOTE: INC_PC is implied
|
||||
@@ -98,7 +126,7 @@ class BFVM(
|
||||
mem[mp] = r1
|
||||
}
|
||||
private fun PRN() {
|
||||
stdout.write(mem[mp].toInt())
|
||||
stdout.write(mem[mp].toUint())
|
||||
}
|
||||
private fun RDI() {
|
||||
r1 = stdin.read().toByte()
|
||||
@@ -111,7 +139,7 @@ class BFVM(
|
||||
r2 = 0
|
||||
|
||||
while (r2 != -1) {
|
||||
INC_IR()
|
||||
ir++
|
||||
if (JPZ == mem[ir]) {
|
||||
r2++
|
||||
}
|
||||
@@ -130,7 +158,7 @@ class BFVM(
|
||||
r2 = 0
|
||||
|
||||
while (r2 != -1) {
|
||||
DEC_IR()
|
||||
ir--
|
||||
if (JPN == mem[ir]) {
|
||||
r2++
|
||||
}
|
||||
@@ -142,22 +170,67 @@ class BFVM(
|
||||
pc = ir
|
||||
}
|
||||
}
|
||||
// non-standard
|
||||
private fun LDZ() {
|
||||
mem[mp] = 0
|
||||
}
|
||||
private fun ADM(i: Int) {
|
||||
mem[mp] = (mem[mp] + i).toByte()
|
||||
}
|
||||
private fun SBM(i: Int) {
|
||||
mem[mp] = (mem[mp] - i).toByte()
|
||||
}
|
||||
private fun ADP(i: Int) {
|
||||
mp = (mp + i) mod memSize
|
||||
}
|
||||
private fun SBP(i: Int) {
|
||||
mp = (mp - i) mod memSize
|
||||
}
|
||||
// END OF NOTE (INC_PC is implied)
|
||||
|
||||
|
||||
fun execute() {
|
||||
dbgp("Now run...")
|
||||
while (mem[pc] != CYA) {
|
||||
//println("pc = $pc, mp = $mp, inst = ${mem[pc].toChar()}, mem = ${mem[mp]}")
|
||||
instSet[mem[pc]]?.invoke() // fetch-decode-execute in one line
|
||||
//dbgp("pc = $pc, mp = $mp, inst = ${mem[pc].toChar()} ${mem[pc+1]}, mem = ${mem[mp]}")
|
||||
|
||||
r1 = mem[pc]
|
||||
|
||||
if (r1 in instSet) {
|
||||
instSet[r1]!!.invoke() // fetch-decode-execute in one line
|
||||
}
|
||||
else if (r1 in instOneArg) {
|
||||
INC_PC()
|
||||
r2 = mem[pc].toUint()
|
||||
|
||||
instOneArg[r1]?.invoke(r2)
|
||||
}
|
||||
else {
|
||||
dbgp("invalid: $r1")
|
||||
}
|
||||
|
||||
INC_PC()
|
||||
}
|
||||
}
|
||||
|
||||
fun loadProgram(program: String) {
|
||||
fun loadProgram(program: String, optimizeLevel: Int = NO_OPTIMISE) {
|
||||
dbgp("Now load...")
|
||||
|
||||
fun putOp(op: Byte) {
|
||||
|
||||
//dbgp("${op.toChar()} ${op.toUint()}")
|
||||
|
||||
mem[mp] = op
|
||||
INC_MP()
|
||||
}
|
||||
|
||||
val program = program.toByteArray(charset = Charsets.US_ASCII)
|
||||
|
||||
r1 = 0 // currently reading operation
|
||||
pc = 0 // FOR NOW it's PC for input program
|
||||
mp = 0 // where to dump input bytes
|
||||
r2 = 0 // scratchpad
|
||||
ir = 0 // lookahead pointer
|
||||
|
||||
while (pc < program.size) {
|
||||
if (pc >= memSize - 1) {
|
||||
@@ -167,62 +240,109 @@ class BFVM(
|
||||
r1 = program[pc]
|
||||
|
||||
if (r1 in bfOpcodes) {
|
||||
mem[mp] = r1
|
||||
INC_MP()
|
||||
if (optimizeLevel >= 1) {
|
||||
// [-]
|
||||
if (r1 == JPZ) {
|
||||
if (program[pc + 1] == DEC && program[pc + 2] == JPN) {
|
||||
pc += 3
|
||||
putOp(LDZ)
|
||||
continue
|
||||
}
|
||||
}
|
||||
// RLEing +
|
||||
else if (INC == r1 && program[pc + 1] == r1) {
|
||||
ir = 2
|
||||
while (INC == program[pc + ir] && ir < 255) ir++
|
||||
|
||||
pc += ir
|
||||
putOp(ADM)
|
||||
putOp(ir.toByte())
|
||||
continue
|
||||
}
|
||||
// RLEing -
|
||||
else if (DEC == r1 && program[pc + 1] == r1) {
|
||||
ir = 2
|
||||
while (DEC == program[pc + ir] && ir < 255) ir++
|
||||
|
||||
pc += ir
|
||||
putOp(SBM)
|
||||
putOp(ir.toByte())
|
||||
continue
|
||||
}
|
||||
// RLEing >
|
||||
else if (INP == r1 && program[pc + 1] == r1) {
|
||||
ir = 2
|
||||
while (INP == program[pc + ir] && ir < 255) ir++
|
||||
|
||||
pc += ir
|
||||
putOp(ADP)
|
||||
putOp(ir.toByte())
|
||||
continue
|
||||
}
|
||||
// RLEing <
|
||||
else if (DEP == r1 && program[pc + 1] == r1) {
|
||||
ir = 2
|
||||
while (DEP == program[pc + ir] && ir < 255) ir++
|
||||
|
||||
pc += ir
|
||||
putOp(SBP)
|
||||
putOp(ir.toByte())
|
||||
continue
|
||||
}
|
||||
}
|
||||
|
||||
putOp(r1)
|
||||
}
|
||||
|
||||
INC_PC()
|
||||
pc += 1
|
||||
}
|
||||
|
||||
|
||||
mem[program.size] = CYA
|
||||
mp = (program.size + 1) mod memSize
|
||||
mem[mp] = CYA
|
||||
|
||||
dbgp("Prg size: $mp")
|
||||
|
||||
INC_MP()
|
||||
pc = 0
|
||||
ir = 0
|
||||
}
|
||||
|
||||
|
||||
private fun INC_PC() { pc = (pc + 1) mod memSize }
|
||||
private fun INC_IR() { ir = (ir + 1) mod memSize }
|
||||
private fun DEC_IR() { ir = (ir - 1) mod memSize }
|
||||
private fun INC_MP() { mp = (mp + 1) mod memSize }
|
||||
private fun DEC_MP() { mp = (mp - 1) mod memSize }
|
||||
private infix fun Int.mod(other: Int) = Math.floorMod(this, other)
|
||||
private fun Byte.toUint() = java.lang.Byte.toUnsignedInt(this)
|
||||
|
||||
private fun dbgp(s: Any) {
|
||||
if (DEBUG) println(s)
|
||||
}
|
||||
|
||||
val NO_OPTIMISE = 0
|
||||
|
||||
/*
|
||||
Optimise level
|
||||
1 RLE, Set cell to zero
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
val vm = BFVM()
|
||||
|
||||
val factorials = """
|
||||
github (dot) com/saulpw/brainfuck/blob/master/tests/facto (dot) b
|
||||
|
||||
++++++++++>>>+>>>>+>+<[[+++++[>++++
|
||||
++++<-]>.<++++++[>--------<-]+<<]<<
|
||||
[<<]<.>>>>+<[->[<+>-[<+>-[<+>-[<+>-
|
||||
[<+>-[<+>-[<+>-[<+>-[<+>-[<[-]>-+>[
|
||||
<->-]<[->>>[>>]<<[->[>>+<<-]>+<<<<]
|
||||
<]>[-]+>+<<]]]]]]]]]]<[>+<-]+>>]<<[
|
||||
<<]>>[->>[>>]>>[-<<[<<]<<[<<]>[>[>>
|
||||
]>>[>>]>>[>>]>+>+<<<<[<<]<<[<<]<<[<
|
||||
<]>-]>[>>]>>[>>]>>[>>]>[<<<[<<]<<[<
|
||||
<]<<[<<]>+>[>>]>>[>>]>>[>>]>-]<<<[<
|
||||
<]>[>[>>]>+>>+<<<<<[<<]>-]>[>>]>[<<
|
||||
<[<<]>+>[>>]>-]>>[<[<<+>+>-]<[>>>+<
|
||||
<<-]<[>>+<<-]>>>-]<[-]>>+[>[>>>>]>[
|
||||
>>>>]>[-]+>+<[<<<<]>-]>[>>>>]>[>>>>
|
||||
]>->-[<<<+>>+>-]<[>+<-]>[[<<+>+>-]<
|
||||
[<->-[<->-[<->-[<->-[<->-[<->-[<->-
|
||||
[<->-[<->-[<-<---------->>[-]>>>>[-
|
||||
]+>+<<<<<]]]]]]]]]]<[>>+<<-]>>]<+<+
|
||||
<[>>>+<<<-]<<[<<<<]<<<<<[<<]+>>]>>>
|
||||
>>[>>>>]+>[>>>>]<<<<[-<<<<]>>>>>[<<
|
||||
<<]<<<<<[<<]<<[<<]+>>]>>[>>]>>>>>[-
|
||||
>>>>]<<[<<<<]>>>>[>>>>]<<<<<<<<[>>>
|
||||
>[<<+>>->[<<+>>-]>]<<<<[<<]<<]<<<<<
|
||||
[->[-]>>>>>>>>[<<+>>->[<<+>>-]>]<<<
|
||||
<[<<]<<<<<<<]>>>>>>>>>[<<<<<<<+>>>>
|
||||
>>>->[<<<<<<<+>>>>>>>-]>]<<<<<<<<<]
|
||||
+++++++++++
|
||||
>+>>>>++++++++++++++++++++++++++++++++++++++++++++
|
||||
>++++++++++++++++++++++++++++++++<<<<<<[>[>>>>>>+>
|
||||
+<<<<<<<-]>>>>>>>[<<<<<<<+>>>>>>>-]<[>++++++++++[-
|
||||
<-[>>+>+<<<-]>>>[<<<+>>>-]+<[>[-]<[-]]>[<<[>>>+<<<
|
||||
-]>>[-]]<<]>>>[>>+>+<<<-]>>>[<<<+>>>-]+<[>[-]<[-]]
|
||||
>[<<+>>[-]]<<<<<<<]>>>>>[+++++++++++++++++++++++++
|
||||
+++++++++++++++++++++++.[-]]++++++++++<[->-<]>++++
|
||||
++++++++++++++++++++++++++++++++++++++++++++.[-]<<
|
||||
<<<<<<<<<<[>>>+>+<<<<-]>>>>[<<<<+>>>>-]<-[>>.>.<<<
|
||||
[-]]<<[>>+>+<<<-]>>>[<<<+>>>-]<<[<+>-]>[<+>-]<<<-]
|
||||
"""
|
||||
|
||||
vm.loadProgram(factorials)
|
||||
vm.loadProgram(factorials, optimizeLevel = 1)
|
||||
vm.execute()
|
||||
|
||||
|
||||
@@ -834,9 +834,9 @@ class StateInGame : BasicGameState() {
|
||||
}
|
||||
}
|
||||
|
||||
private fun ArrayList<out Actor>.binarySearch(actor: Actor) = this.binarySearch(actor.referenceID)
|
||||
private fun ArrayList<*>.binarySearch(actor: Actor) = this.binarySearch(actor.referenceID)
|
||||
|
||||
private fun ArrayList<out Actor>.binarySearch(ID: Int): Int {
|
||||
private fun ArrayList<*>.binarySearch(ID: Int): Int {
|
||||
// code from collections/Collections.kt
|
||||
var low = 0
|
||||
var high = this.size - 1
|
||||
@@ -844,11 +844,11 @@ class StateInGame : BasicGameState() {
|
||||
while (low <= high) {
|
||||
val mid = (low + high).ushr(1) // safe from overflows
|
||||
|
||||
val midVal = get(mid)
|
||||
val midVal = get(mid)!!
|
||||
|
||||
if (ID > midVal.referenceID)
|
||||
if (ID > midVal.hashCode())
|
||||
low = mid + 1
|
||||
else if (ID < midVal.referenceID)
|
||||
else if (ID < midVal.hashCode())
|
||||
high = mid - 1
|
||||
else
|
||||
return mid // key found
|
||||
|
||||
61
work_files/GameDesign/ABOUT.md
Normal file
61
work_files/GameDesign/ABOUT.md
Normal file
@@ -0,0 +1,61 @@
|
||||
|
||||
## Friendlier version of Dwarf Fortress Adventure mode
|
||||
|
||||
- Yet lots of !!fun!! (wat that double exclamation mark!)
|
||||
- You can build your own hamlet (Dwarf "Fortress" reference)
|
||||
- You die, you lose "you"; the world will be there, some of your possession will be on the ground, but you got to start over by making new character from scratch
|
||||
- Unless you have built Resurrection Shrine, which you won't going to easily build it
|
||||
|
||||
- Genre: Adventure, Open world (towns in RPG, building, town managing (conquer existing one or
|
||||
you build one and persuade existing people to move in) -> See Dwarf Fortress and Animal Crossing)
|
||||
|
||||
* Adventure: adventure this vast—5,5 km wide—world, discover new (and good/horrible) things
|
||||
|
||||
* Open world:
|
||||
- Building: building your own houses, structures, etc.
|
||||
- Town managing:
|
||||
1. Build your own little hamlet and manage it
|
||||
or-
|
||||
2. Conquer existing one and become a ruler
|
||||
The town is a special hamlet that can be tailored for your taste
|
||||
- Survival:
|
||||
mobs will trying to attack your assets (yourself, your hamlet, your people)
|
||||
|
||||
|
||||
|
||||
## Side view
|
||||
|
||||
## Interact menu w/ mouse right
|
||||
|
||||
|
||||
## User experience
|
||||
|
||||
* Indicative mouse cursor
|
||||
|
||||
|
||||
## Game mechanics
|
||||
|
||||
* 24 pixels == 1 metre
|
||||
|
||||
|
||||
## Purpose of the game
|
||||
|
||||
* Boss
|
||||
- Will be mentioned/shown as absolute _evil_.
|
||||
- But actually is not.
|
||||
|
||||
* Theme
|
||||
- Is an evil really really is what we think?
|
||||
- Is there a thing as 'absolute evil'?
|
||||
|
||||
* Boss character
|
||||
- From debugger character
|
||||
- Name key: "Sigriðr hinn Dróttningin" (can be changed)
|
||||
* Little setting
|
||||
- A ruler, hated by people
|
||||
|
||||
* Mechanics
|
||||
- Beating boss does not ends the game, but grants an ability to
|
||||
create new character as it.
|
||||
|
||||
...We need to re-think about it. —Torvald, 2017-04-30
|
||||
66
work_files/GameDesign/GAME_DESIGN_PRINCIPLE.md
Normal file
66
work_files/GameDesign/GAME_DESIGN_PRINCIPLE.md
Normal file
@@ -0,0 +1,66 @@
|
||||
(Warning — this article refers Extra Credits bit too much...)
|
||||
|
||||
## CHALLENGING, NOT PUNISHING
|
||||
https://www.youtube.com/watch?v=ea6UuRTjkKs
|
||||
|
||||
1. CONSISTENT RULES
|
||||
- No arbitrary unstoppable death
|
||||
|
||||
2. Player's skill involved
|
||||
- Can play around, not restart
|
||||
|
||||
3. Usability of in-game tools
|
||||
- Players should be able to 'regret' their strategy and adjust.
|
||||
|
||||
4. Comfortable control
|
||||
|
||||
5. Make players overcome the challenge, not defeating them
|
||||
|
||||
6. Let players have "aha" moment when they failed.
|
||||
- Make them hungry to retry with new strategies.
|
||||
- Some small things they've could done differently
|
||||
- e.g. "One-big-hit didn't worked, may I should've picked up high DPS one"
|
||||
|
||||
|
||||
## MORE DEPTH, LESS COMPLEXITY
|
||||
https://www.youtube.com/watch?v=jVL4st0blGU
|
||||
|
||||
1. Memorise less!
|
||||
- Less burden to, even starting the game
|
||||
- Start with gentle learning curve, getting slowly steep
|
||||
- Intuitive UX (UI, control, ...)
|
||||
- Good tutorial = lessens complexity
|
||||
|
||||
2. Intuitive!
|
||||
|
||||
3. Calculations per second
|
||||
- reduce!
|
||||
|
||||
4. Players have to know everything to even begin the play ### FAIL (irreducible complexity)
|
||||
- Make them get familiar with rules of the game
|
||||
- Dwarf Fortress failed this!
|
||||
|
||||
|
||||
## Lots of things players can play with (aka don't make them bored)
|
||||
|
||||
- Combat, battle, building, mechanics, adventure, dungeon explore, spelunking
|
||||
- Not scaled; easy combat, tough combat, tedious combat, etc.
|
||||
|
||||
|
||||
## Achieving perfect imbalance
|
||||
https://www.youtube.com/watch?v=e31OSVZF77w
|
||||
|
||||
- Make sure no matter how you skilled, your playable character cannot be good at everything
|
||||
- Give players __wide pool of options__ to solve problem
|
||||
(kill the boss, defend their adobe, fast transportation, etc.)
|
||||
|
||||
|
||||
**_What feeling do you want to convey?_**
|
||||
|
||||
|
||||
## Always think WHY you want to add _something_ on the game
|
||||
|
||||
- e.g. Why are you adding RPG leveling system? What it would do to the players? How would they play with?
|
||||
|
||||
|
||||
See also: *HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS*
|
||||
Reference in New Issue
Block a user