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flora's Introduction

Design Document

Core Philosophy

  • Simple: The experience should be incredibly easy to operate, ideally using only 1 or maybe 2 main buttons in total.
  • Beautiful: Every frame should be beautiful, serving as a standalone piece of art from beginning to end without cluttered graphics, metrics, or numbers.
  • User control: The user should be able to control as much as possible about the scene they are creating (i.e. reduce randomness)

An ideal feature addition is a feature that increases simplicity, beauty, or user control without detracting from the other two.

Current Tasks

  • User interface

  • Add export tool (this will help with creating animations, also cool to save projects).

  • Make a way to save and load maps. It is easy when you only have water/grass because the program can derive the more complex animations from the base heightmap

  • Optimize the water calculations to re-calculate only when someone places/delets a block instead of every single frame.

  • Further beautify water animations by adding height data for water blocks. The lower a water block is, the less streaks/lines there should be.

  • Add more height step animations for waterfall (base, small, medium, large should all be slightly different). I currently have base and small, but small could be better.

  • Consider deleting the grid lines for the grass blocks to make it less blocky and more beautiful (should there be an outline on the outside, though?)

  • Add water shorelines on the edges of the water where it meets the land

Future Ideas / Backlog

Environment and Animations

  • Dynamic Environment:
    • Consider adding seasons to change the environment dynamically.
    • Implement slow grass growth to simulate an evolving landscape.
    • Add animals
    • Add time of day
  • Animations:
    • Implement splash animations for waterfalls that are 3+ blocks high.
    • Make water less grid-like
    • Add moving clouds, flying birds, and other ambient animations to enrich the environment.
    • Using pget and pset, perhaps add some type of shadows based on time of day or clouds passing overhead or even more advanced shadow calculations based on flora or animals.

Game Modes

  • Single Player
    • Level system where users have a limited number of blocks to build a scene and as they progress they get access to more and more to build beautiful things
    • Timed challenges where users have x amount of time to build a scene from a given prompt (i.e. "Twin waterfall", "hidden marsh", "secret valley", etc)
    • Have a tutorial flow to introduce users to the game mechanics, showing examples, and showing small 3x3 plots to get basic point across slowly.
    • Art/Zen/Relaxation Mode: Focus on creative expression and relaxation.
  • Multiplayer
    • One player manages flora and another manages different aspects, enhancing cooperative gameplay.
    • Race mode where players are side by side competing in a timed match
    • Create Together - There are two cursors in the same map and players can build together on once project
    • Art/Zen/Relaxation Mode: Focus on creative expression and relaxation.

Other Features

  • Undo action stack to allow players to revert changes.
  • Rotate entire screen to shift tiles
  • Transition from frame-based timing to potentially time-based checks to avoid slowdowns in computationally intensive scenarios.
  • Add Houses/tents/castles? Not sure how to make this 'simple' for users.

User Interface

  • Add a view to show the current tile being placed from the cursor.
  • When tile type or something switches, the cursor could change shape or style or color.
  • Indicate errors through the cursor’s error state more effectively (sound/blinking?)

Sound and Music

  • Integrate sounds and music to enhance the immersive experience of the game.

Terminology In Codebase

  • Movement Terms:

    • drow, dcol, dheight: Denote differences in row, column, and height respectively. All are ints
    • row, col, height: Denote a row, column, and height. All are ints.
    • dx, dy: Used to denote differences in x and y coordinates. All are ints.
    • MOVE: Implies relative movement.
    • SET: Indicates placing at specific coordinates, regardless of current position.
    • update(): Each class' update method will, by convention of the codebase, be executed each frame. In commits:
    • ADD: prefix for new feature added
    • REMOVE: prefix for content removed
    • REFACTOR: prefix for code refactored

Tasks completed

Tasks are placed here after they are completed.

  • Remove unecessary pyxel art
  • Refactor view code to move art to 0th image
  • Remove gridlines from water (increase beauty)
  • Add basic waterfall visuals
  • Add advanced waterfall 1/2 height animation change and alter base water texture

flora's People

Contributors

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Watchers

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