Roadmap

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Contents

Overview

The next release is Hero of Allacrost 0.1.0. This release covers all content found in the prologue module of the story and is the beginning of the game. The major development effort for this release will be creating new artwork and maps. In it's current state, the C++ code supports almost everything that we require for this release, so most of the programming work will be focused in scripting map and battle events. We will need additional media as well, such as sound effects, battle animations, and a handful of NPC portraits.

Outline

The game begins with a non-interactive scene of a party of knights travelling through the desert, accompanied with narration dialogue. The player takes control after the knights enter a cave with the goal of finding a blocked water supply. The player will navigate through the cave, encountering enemies, NPCs, and some brief scripted events before arriving at the end of the cave. After a short sequence, the player must face the first boss battle (Goliath Scorpion). Following the battle, the knights are seen returning to their home city, to find it ablaze and under attack my a force of demons. The player resumes control of the party and seeks out the king in his castle, battling demons along the way. The main character, Claudius, gets separated from his companions and enters the throne room alone, jumping to the rescue of the king by facing another boss 1-on-1 (Armored Beast). Upon it's defeat, the demonic forces retreat to the shadows and disappear, and the screen fades.

The next scene involves the player taking control of Claudius and visiting the destruction and survivors of his home city. He reunites with the squadron of knights and they proceed to a formal meeting with the king, who commends them on helping to save the city. After dismissing the knights, the king asks Claudius alone to stay. The king reveals to Claudius the legend of the hero, and asks him to travel the world and seek out this hero. Claudius agrees and returns to the town. The player may now complete an optional sidequest that takes Claudius to the desert just outside the city in search of something. Before departing, the king gives a speech to his bewildered people to inspire hope in them. Claudius goes to the port in the back of the city to take a Sand Skimmer (vehicle) to travel to the ends of the desert. His family comes and wishes him farewell as he departs.


Table Key

The sections below are filled with tables of an identical format. Each row contains a general task that needs to be completed for the upcoming release. Tasks are marked as mandatory, optional, and lowest priority. Mandatory tasks must be completed for the next release. Optional tasks are work that we would like to complete, but may omit if we don't have the time or resources to complete them. Lowest priority tasks are items that don't need to be done for this release, but may be worked on if time permits. Please sort each section in the table so that mandatory tasks are at the top, followed by optional tasks, and finally lowest priority tasks.

Tasks are also assigned a status of: Finished, Progress, and Pending. Finished means that the basic requirements of the task are complete and is release-ready. However, finished tasks may be further improved upon and refined as necessary prior to the release. A task in progress has had some tangible progress made, whether it is partially implemented code or an unfinished sprite. A task in progress may not have anyone working on it, so don't take it to mean that you can not contribute to that task. Pending means that no work has yet begun on the task, except for perhaps some requirements discussion on the forums.


General Area
Specific Area
Priority Status Task
Mandatory Finished A mandatory task that has been finished.
Optional Progress An optional task where some progress has been made
Rejected Pending A low priority task where no work has not been started


Design Points

This section briefly lists proposals that have been suggested to the design of the release. In the later development phases of the release, these points will be reviewed and discussed among the team to decide on the direction that we wish to take. Points brought up could be anything from suggesting maps should use certain graphical effects, changes to major dialogues, balancing suggestions, and so on.

  • Make initial party size be comprised of 3 characters instead of 4.
  • Claudius should be the only controllable character. All other characters are controlled automatically via the game AI.
  • All initial skills available to be used target only actors and not attack points (to make the early game less complicated for new players)
  • Skills which consume 0SP restore a small amount of SP after being used.
  • Make the cave map impossible to lose (AI-controlled characters heal party automatically)
  • Eliminate enemy re-spawning from the cave and city maps
  • Allow temporary invulnerability after winning a battle (to avoid immediate encounters with more enemies)
  • Portray Claudius with the normal knight sprite and portrait images. He will use his unique images after the end of the attack on the city.


Features

Modes
Battle Mode
Pending Improve battle victory screen to allow player to see new skills learned
Pending Find a better font (bolder, more prominent) to use for battle damage/healing numbers and text
Map Mode
Pending Implement support for directional sound sources on maps
Pending Add acceleration/deceleration to sprite movement
Boot Mode
Menu Mode
Pending Inventory and equipment menus need to be completed and have better interfaces
Shop Mode
Pending Improve the user interface of the shop to make it more intuitive to use
Save Mode
Pending Overhaul the interface to improve information displayed
Common
Global
GUI
Other
Finished Add a testing interface to simplify the ability to load custom character data, maps, etc. and test them in-game.
Pending Migrate all game engines to use SDL2
Engine
Video Engine
Pending Add support for libpng1.5
Pending Implement source lights as described in the engine documentation
Pending Redesign, implement, and test the (currently sloppy) particle effect code
Audio Engine
Input Engine
System Engine
Script Engine
Editor
Map Editor
Finished Separate map files into two files: data and scripting components
Finished Remove sprite/object layer support
Finished Remove skill editor
Finished Separate map files into two files: data and scripting components
Progress Support a custom number of tile layers for maps
Progress Separate out data model and view classes for better software architecture
Progress Improve the way contexts are stored in map data files to a better format
Progress Change graphics rendering backend from using game's video engine to native QT rendering
Progress Add support for map context inheritance
Progress Add support for naming of tile layers
Progress Add support for naming of tile contexts
Progress Change editor layout so that tile layer/context list and tileset info are on the right side of the window
Pending Change top menu items to: File, Edit, View, Select, Tools, Help
Pending Add support for making custom shape selection areas
Pending Add support for allowing changes to a selection area to apply to more than one tile layer
Pending Add support for allowing changes to a selection area to apply to more than one context
Pending Add support for cut/copy/paste from one layer to another
Pending Add support for cut/copy/paste from one context to another
Pending Add support for cut/copy/paste across multiple layers
Pending Re-enabled undo/redo action support
Pending Re-enabled autotiling feature
Tileset Editor
Note:

Media

Note: Refer to the Artwork Categories page for an explanation about each type of artwork found in this table.
Artwork
Scene Backdrops
Pending Goliath Scorpion Appearance: show giant scorpion appearing and startled knights noticing it
Pending Return to Harrvah: show knights either looking from a hill into city under attack, or a shot from within the city walls showcasing the chaos
Pending Throne Room Battle: show king and royal guard fighting off attackers, possibly with a shot of the armored beast (boss) sneaking behind the king and about to attack
Pending King's Speech: show the king speaking from the castle balcony to the crowd of citizens below
Battle Backdrops
Pending Harrvah City: city under attack, background buildings show damage and rubble on ground
Pending Animations for Harrvah City: show knights/demons fighting in the background, fires raging, etc.
Pending Harrvah Castle: battles taking place in castle (preferably showing the interior)
Tilesets
Pending Desert Town: various structures such as houses, a marketplace, an outer wall and entry gate, and a large fountain set in the desert
Pending Desert Town Damaged: a variation of Desert Town that shows buildings damaged, rubble, and fires
Pending Desert House Interior: interior furnishings and floorings for homes found in the Desert Town
Pending Sandstone Castle: a "new" looking castle with smooth sandstone walls and two large twin spires
Pending Sandstone Castle Interior: castle interior featuring a barracks, throne room, and various other rooms suitable for a castle
Pending Desert Environment: improvements to the desert tileset and additional features and landmarks such as skeletons or partially buried crates
Character Sprites
Finished Claudius: Main character. Require both walking and running animations.
Finished Laila: Sister to Claudius. Major character, but not playable in this release.
Finished Marcus: Claudius and Laila's father.
Finished Vanica: Claudius and Laila's father.
Finished Knight Captain: A senior, middle-aged officer. Different armor colors than standard knights.
Pending Knight Sergeant: High ranking officer. Different armor colors than standard knights.
Pending Harrvah King: Elderly, but still able to fight and defend his country along the knights.
Pending Knights: Prefer to have a small number of variations (helmet on/off, different color armor/hair/skin, etc)
Pending Royal Guard: A special type of knight with heavier-looking armor and capes
Pending Townsfolk: Various ages, genders, clothing, skin, hair.
Pending Shop keepers: Only one required. Optional variations would be great.
Enemy Sprites
Pending Enemy demons: Various. Gargoyles, beasts, anything 'demonic'.
Pending Various combat/attack animations for enemy demons above
Pending Goliath Scorpion: First boss. Massive in size.
Pending Armored Beast: Second boss. About the size of a lion.
Battle Sprites
Pending Goliath Scorpion. First boss. A massive scorpion with dark and thick carapace.
Pending Armored Beast. Second boss. A lion-like demon wearing light metal armor.
Pending Enemy demons: Various. Gargoyles, beasts, anything 'demonic'.
Creature Sprites
In Progress Mak Hound: Horse-sized, dog-like domestic animal. Movement animations required.
Pending Domestic animals: Small house and farm animals. Movement animations optional, but preferred.
Face Portraits
Pending Harrvah King: Nearing the end of middle aged, but not yet an "elder"
Pending Knight Captain: Mid/late 40s. Battle hardened.
Pending Knight Sergeant: Late 30s. Tough soldier.
Pending Harrvah Knight: Make as generic looking as possible (hide/obscure details of face)
Finished Laila: Sister to Claudius. Early/mid 20s. Beautiful.
Finished Marcus: Claudius and Laila's father. 50s. Carpenter.
Finished Vanica: Claudius and Laila's mother. 50s. House wife/gardener.
Body Portraits
Pending Harrvah Knight: Used for initial party members. Make as generic as possible
Battle Portraits
Pending Harrvah Knight: Used for initial party members.
Location Portraits
Pending Harrvah City: cityscape of Harrvah
Pending Harrvah Castle: showcase the details of the city castle, either exterior or interior view
Icons
Miscellaneous Artwork
Music
For Maps
Pending Harrvah: lively desert metropolis
Pending Under Attack: played during chaotic scene where Harrvah is under attack
For Battles
For Scenes
Pending Legend theme: plays when Claudius is learning about the legend of the hero
Pending Tragedy: after the attack, bringing out themes of destruction, defeat, sadness, loss
Other Music
Sounds
Environmental
Battle
Pending Male vocals: various sounds of grunting, yelling, taking damage, passing out
Pending Enemy death sound(s)
Pending Various attack and damage sounds for enemies
Equipment
Pending Equip/unequip cloth
Pending Enemy/unequip light metal
Menus
Other Sounds
Pending Level Up Notification
Pending New Skill Learned Notification
Pending Counting out experience as it is gradually awarded to characters


Note:

Content

Content includes anything that is put into a Lua file. For example: the properties of characters, the definition of equipment, map data files and map scripts, and dialogue text are all considered a type of content. Essentially, content is the "glue" that binds together the art, music, sound, and code to create the game.

Maps
Finished Opening Scene: first map of the game showing the knights marching to the cave in the darkness
Finished Water Access Cave: first dungeon, a medium-size cave. Includes a wide open area at the end where an underground river has been blocked by fallen rocks.
Finished Returning Scene: similar to opening scene, showing knights marching back to the city. May simply wish to simply re-use the opening scene map with a different initialization and event set.
Progress Harrvah City Attacked: capital city of Harrvah under attack by demons in the twilight hours. Should include fire, debris, destruction, chaos, and death.
Pending Harrvah Castle Attacked: the castle of Harrvah under attack, similar to Harrvah city.
Pending Harrvah City Aftermath: damaged Harrvah city after the attack
Pending Harrvah Castle Aftermath: damaged Harrvah castle after the attack
Pending Harrvah Sand Dock: a "port" for vehicles enabled to travel across the sand found to the rear of the city and castle
Pending Harrvah City Outskirts: the desert outskirts outside of Harrvah city, used for a potential side quest.
Game Data
Characters
Finished Claudius: playable protagonist character. Requires all images and portraits for battle and character menus.
Progress Mark: playable character. Requires all images and portraits for battle and character menus.
Progress Dester: playable character. Requires all images and portraits for battle and character menus.
Progress Lukar: playable character. Requires all images and portraits for battle and character menus.
Non-playable Characters (NPCs)
Finished Knight Captain: Dialogue portrait optional.
Pending Knight Sergeant: Dialogue portrait optional.
Progress Mak Hound: Domestic animal. Movement animations required
Pending Harrvah King
Finished Laila
Finished Marcus
Finished Vanica
Finished Knights: Prefer having a small number of variations (helmet on/off, different color armor/hair/skin, etc)
Pending Royal Guard: No variations required
Pending Townsfolk: Various ages, genders, clothing, skin, hair.
Pending Shop keepers: Variations optional
Pending Domestic animals: Small house and farm animals
Enemies
Finished Slime: Weakest enemy with very basic attacks and stats NPCs.
Finished Spider: Weak, basic attacks and stats.
Finished Bat: Weak, but very agile.
Finished Scorpion: Medium strength.
Pending Demons: various sizes, shapes, and stats of demons who attack the city.
Finished Goliath Scorpion: Boss. Hard armor and hard hitting, but slow.
Finished Armored Beast: Boss. Agile and medium attack strength. Below average physical defense.
Items
Finished Minor Health Potion: Weakest health potion
Equipment
Finished Basic equipment for Claudius and the other knights
Scripts
Battles
Skills
Note:

Previous Roadmaps

Roadmaps for past releases can be found below.

Roadmap Demo 1.0.0

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