Add design info to the repo, that seems useful. Mainly because I now have images in there that I want in the game.

This commit is contained in:
Zergling_man 2025-07-09 18:12:41 +10:00
parent be986c1d26
commit 2838655c47
39 changed files with 227 additions and 1 deletions

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.gitignore vendored Normal file → Executable file
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README Normal file → Executable file
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SConstruct Normal file → Executable file
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import os
import sys
env = SConscript("godot-cpp/SConstruct")
env = SConscript("/home/wisknort/tinker/godot-cpp/SConstruct")
# For reference:
# - CCFLAGS are compilation flags shared between C and C++

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design/char_top.svg Executable file
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- Created with Inkscape (http://www.inkscape.org/) -->
<!-- Fixed by Zergling_man -->
<!-- This has not a single shred of inkscape left in it tbh-->
<svg
width="100mm"
height="100mm"
viewBox="0 0 100 100"
version="1.1"
xmlns:xlink="http://www.w3.org/1999/xlink"
xmlns="http://www.w3.org/2000/svg"
xmlns:svg="http://www.w3.org/2000/svg">
<rect id="shoulders" x="40" y="10" width="20" height="80" fill="#883311" rx="10" ry="80" />
<defs>
<linearGradient id="head_colour">
<stop style="stop-color:#888888;stop-opacity:1;" offset="0" />
<stop style="stop-color:#222222;stop-opacity:1;" offset="1" />
</linearGradient>
<radialGradient xlink:href="#head_colour" id="head_fill"
cx="50" cy="50" fx="50" fy="50" r="25" gradientUnits="userSpaceOnUse" />
</defs>
<mask id="hair_mask">
<rect x="0" y="30" width="50" height="40" fill="white" />
</mask>
<circle id="hair" cx="50" cy="50" r="30" style="fill:#dddd00" mask="url(#hair_mask)" />
<circle id="head" cx="50" cy="50" r="25" style="fill:url(#head_fill)" />
</svg>

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design/chars Executable file
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Origins:
Hokkaido: ., Wakkanai (best girl): Small-town
Tohoku: Aomori, Aomori (ofc): Farmer
Kanto: Tokyo, Ikebukuro: Metro
Chubu: Shizuoka, Yaizu: Suburban
Kansai: Nara: Empath (animal)
Chugoku: Okayama: Salaryman
Shikoku: Tokushima, Awa: Farmer
Kyushu: Okinawa: Stereotype
Australia: Tasmania, Bridgewater: Bogan
Germany: Nurnberg: Stereotype
Russia: Okha: Stereotype
England: Birmingham: Stereotype
CH
Warrior, Paladin
M veteran (warrior)
F kuudere (paladin)
CL
Engineer, Pyromancer
M psycho (pyro)
F
CM
Hunter, Rogue
M
F
HL
Healer, Medic
M
F cute (healer)
HM
Servant, Acrobat, Botanist
M
F
LM
Explorer, Spelunker
M
F

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Combat/health: Warrior
Melee: Fists
Melee weapons: Axe, sword, spear
Spear has large reach
Sword can stab (ignore block)
Axe hits harder
Armour
Head, torso, legs, arms
Torso gives general protection
Head prevents concussion
Arms and legs prevent broken limbs
Carries pills that buff health temporarily
Also negates half the effects of broken limbs/concussions
Losing buff cannot kill a player
Weapons and armour have durability and must be remade every so often.
Combat/health: Paladin
Melee: Hammer
Mending magic
Healing magic is less powerful than most
Smite magic, anti-undead
Also a big sword, generates a lot of aggro
Also a shield
Has to worry about mana, more of a tank-style; recharges slowly but he can cast a lot in a burst
Reliant on mana potions
Weapons and armour have durability and must be remade every so often.

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Combat/light: Engineer
Melee: Spanner
Crafts items
Disarms traps
Operates mechanics
Can make and use guns (very limited)
REMAKE ABOVE
Combat/light: Pyromancer
Melee: Blast glove
Can light flame on his head, small light radius
Can shoot fireballs, small physical damage, small light radius while travelling, ignites targets
Can shoot flamethrower, short-range, high fire damage, basically melts all organic units
Has to worry about mana but it recharges reasonably fast while resting

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Combat/movement: Hunter
Melee: Knife
Knife for cutting up dead things
Bow & arrows
Arrows are limited
Arrows can have rope or oil
Applied on shot and requires appropriate material
Both can be lit on fire
MERGE BELOW INTO ABOVE
Combat/movement: Rogue
Melee: Dagger
Can climb along small ledges and ropes, etc.; large balance radius
Good at sneaking around and killing enemies; silent takedowns don't generate aggro from other enemies

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Each combination of two roles has two classes. Male/female for each (locked characters).
Roles:
Combat
Fighting (organic) <-> Fighting (undead)
DPSing <-> CCing
Health (aka recovery)
Healing
Curing (injuries)
Cooking
Gathering
Carving
Light
Lighting
Searching
Warding
Movement
Balancing
Grappling
Squeezing
Climbing
Stuff about injuries:
Unable to use a broken arm (both broken = no fighting), slows many activities down, and outright prevents some. Both broken prevents a lot of things.
Unable to walk on a broken leg (one broken = 50% move speed)
Concussions can knock you right out, if dealt with a heavy blow. If not, then it dazes you, and you stumble around a bit for a few seconds. Then it gets a lot better, but you still risk stuff by being concussed.
Dungeons should be randomly generated. Each room should have several ways of getting through it, but some should be easier than others (figuring out which generally requires strong lighting to observe the whole room).
Most rooms have a treasure chest. Getting it is significantly harder than bypassing it, but it yields very good rewards (it should be enough to outright replace a role, if you collect every chest)
Other things you can collect:
Metal (various)
Oil
Water (restores mana)
Berries/mushrooms
Ropes

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Light/health: Healer
Melee: Backpack
Bandages, general curing
Cures injuries
Can cure himself of:
General damage
Broken leg
Others can cure him of:
Broken arm
Anyone can cure a concussion, but Healer does it faster
Can make campfires
Lights a reasonable distance
Can cook meat and bake bread on it
MERGE ABOVE INTO BELOW
Light/health: Medic
Melee: Backpack
Carries rations for passive healing
Carries medkit for splinting
Carries torches, can place them on anchor points (even if they're used by grappling hook)
Carries mana potions
Resupplies very slowly over time

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Health/movement: Servant
Melee: Kick
Can prepare cool beverages out of almost anything
Needs water, which he can collect from streams
Combined with berries and herbs, also serves as food
Can climb, slide, balance (himself and items)
MERGE ABOVE INTO BELOW
Health/movement: Acrobat
Melee: Kick
Large balance radius
Can splint people at anchor points, fixing fractures
Can steal food from dead organic enemies
Health/movement: Botanist
Melee: Whip
PLANTS
FLOWERS
AND DRINKS

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Light/movement: Explorer
Melee: Torch
Torches
Can mount on walls
Can light things
Grappling hook
Map
MERGE ABOVE INTO BELOW
Light/movement: Spelunker
Has a grappling hook, can attach to anywhere at large radius, and travel across. If he anchors the rope on an anchor point, anyone can cross on it
Grappling hook can be retrieved by him from any point along it, only from hook by others, they can throw it back to him (large radius)
Has a lantern, small passive light radius, large light radius while held
Medium balance radius

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