TDD
Level Editor
2D Gridsystem
Visualize Grid
Visualising the grid using a queue/list of vertLines and horLines which get put on the respectively other side if the grid moves out of sight.
In the Queue/List the first element is the top/left line and the last is the bottom/right element.
Grid Data
The Grid will need to save data of all objects within the Grid, since the 2D Grid will be used for pathfinding calculations, movement, checking for obstacles, etc.
- All viable standing locations
- For every tile:
- All directions to move to
- All special actions which are viable (e.g. buttons, keys, etc.)
- What Entity is on that tile (e.g. Player, Enemies, etc.)
=> Maybe as a big matrix with each element being tile or edge and tiles know they can traverse to the next tile if the element in that direction is empty. So if tile(2,2) wants to go to tile(2,4) it check's edge(2,3) if it's empty or not
Placing Edges
Edges will only be placed in straight lines.
LeftClick on an empty Grid-Edge will place a Edge
Hold LeftClick will place Edges as far as the mouse is dragged in the according direction.
Placing Tiles
Tiles will be placed in squares,
LeftClick on an empty Grid-Tile will place a Tile.
Hold LeftClick will place Tiles in a square according to the new mouse pos. So clicking on (1,1) and dragging to (2,3) will attempt to place Tiles on all 6 tiles between them.
Game Systems
The very foundation of the game.
Game Manager
Needs to accessible from everywhere at any time while the Game is running.
Keeps track of all persistent data.
- Main State Machine (Menu State, Combat State, Exploration State, etc.)
- Player Party
- Characters & Formation
- Inventory
- General Progress
Dungeon Manager
Needs to be accessible by everything on the Grid during Exploration. (So as long as the Player is in a Dungeon)
Keeps track of all dungeon data.
- Dungeon Information
- Dungeon Name
- Anything else a Dungeon needs to know
- Handles the Grid System
- Position of everything on the Grid
- Tick-Based Movement
Combat Manager
Needs to be accessible by all combatants during Combat. (Only as long as combat is happening)
Keeps track of all combat data.
- Enemies
- Enemy Formation
- Potentially have a pointer to Player Party for EnemyAI targeting
- Turn order
- Any "Field Effects" or similar (if they exist)
Item System
Items will need to be accessible from everywhere using only an ID.
-> Have them saved in a big Array?
-> Save that Array in a xml?
Every Item is a Scriptable Object.
Equipment, Key Items, etc. are children of "Item"
Somewhat similar to https://github.com/sniffle6/Scriptable-Object-Inventory Implementation as reference if stuck.
Item
- ID
- Icon
- ItemType Enum
- Value?
EquipmentItem
- Equipment Type
- Stats (as Dictionary(str,int) so Armor can have different Stats than Weapons, etc.)
DungeonItem
- ???
KeyItem
- ???