first commit
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2acd32c592
10
.gitignore
vendored
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10
.gitignore
vendored
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*.out
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*.o
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*.d
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*.exe
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build
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obj
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.cache
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assets
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asset
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30
Makefile
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30
Makefile
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NAME := MarhaEngine
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SRC := $(wildcard source/*.c)
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OBJ := $(SRC:source/%.c=obj/%.o)
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CC := gcc
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CFLAG := -ggdb -Wall -Wextra -Werror -Wpedantic -I include -O0
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LFLAG := -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
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all: $(NAME)
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obj/%.o : source/%.c | makedir
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$(CC) $(CFLAG) -c $< -o $@
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$(NAME): $(OBJ)
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$(CC) $(OBJ) $(LFLAG) -o build/$(NAME)
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makedir:
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mkdir -p obj
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mkdir -p build
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clean:
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rm -rf obj/
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fclean: clean
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rm -rf build/
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re: fclean all
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.PHONY: all $(NAME) clean fclean makedir
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75
README.md
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75
README.md
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# Engine
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## EntityInteraction
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i want to make the system to allow for in depth interraction and event propagation for a world that feel alive. chaos of the system come from the player action. also each entity have it's historical, cultural and societal bias for each event. but for an interaction to propagate, it need to have vector of said propagation, like two entity talking, a writing of an event etc
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## CVAR
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`sim_` :
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Server-side, authoritative.
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`rend_` :
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Render, client-side only.
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`cliin_` :
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Client-side input and intent.
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`cliout_` :
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Client-side output
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Base Builder, Dungeon Crawler, Action Rpg.
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| BASE BUILD | BASE DEFENCE | DUNGEON CRAWLING | SURVIVAL | SIM | COMBAT | MULTIPLAYER DUNGEON | MULTIPLAYER CITY | RESSOURCES HARVESTING | FARMING
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| NPC INTERACTION (BASE AND CITY) | NPC USE IN BASE (FARMER, MINER, GUARD, MERCHANT etc).
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MODDING API
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EVENT ENTITY ITEM WORLD
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Map movement are tour par tour.
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TODO:
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CORE:
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- Memory
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- Thread, Task, Worker
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- Logging and File IO
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- Serialization
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Inventory.
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Entity.
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Event.
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Player.
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World.
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Physic.
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Render.
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UI.
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FOCUS ON SETTING AND WORLD NARRATIVE
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2D may be the way to go
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Create feeling of non power in the player.
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Player should focus on survival and strategie. with an enphasis on retry.
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After main story is lost unlock the infinite siege waves, (bad ending), that allow you to test your limits
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Was thinking, maybe for combat have the player create his own style of combat, or even have no combat style and just based on stealth or speed and evasion ?>?
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Like having the player be able to have a wide swing action, a piercing one, another allowing to be a fast guard etc allowing for very immersive combat even in 2D
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Skill based xp, if player train against a dummy or using a simple method, he while unlock bad or flawed Style and be very clumsy. and allow to correct them through real experience when failing ? or having critical success ?
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Xp and other currency should be a way to tell the player that i want him to do something to make it meaningfull
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Things that need to be in a table:
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- Item Name and Description
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- Dialogue and Static Text
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- Experience, Skills, Level, Scaling, Database
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Data Category,Suggested Format,Access Method
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Item Metadata,JSON / Dictionary,GetItemByID(string id)
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Dialogue Trees,Directed Acyclic Graph (DAG),Node-based traversal
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Inventory,Array or Linked List,Index-based (slots)
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Quest Progress,Bitmask or Boolean Map,CheckFlag(flag_name)
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World Persistence,SQL (SQLite) or Save File,Serialized Object Binary
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"I finally realized: I'm not sick, I was never sick. I just live in a sick society, where someone's individual worth is measured only by the raw productive output they can spit out before getting chewed up by the gears"
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