SDR (Solo Dev RPG)

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SDR (Solo Dev RPG) by Mind Map: SDR (Solo Dev RPG)

1. Screens/states

1.1. Main screen

1.1.1. Overworld

1.1.1.1. Battle

1.1.1.1.1. Victory screen

1.1.1.1.2. Menu navigation

1.1.1.2. Dialogue

1.1.1.3. Pause/status screen

1.1.1.3.1. Inventory/status

1.1.1.3.2. Options

1.1.1.3.3. Saving/quit

1.1.1.3.4. Monsterpedia

2. ATB brainstorm

2.1. Battle start

2.1.1. s1: Who goes first?

2.1.1.1. s2: Create a list of actors and order it by char speed // If it already exists, check who goes first

2.1.1.1.1. s3: First actor is player

2.1.1.1.2. s4: First actor is enemy

2.2. Speed system

2.2.1. Char with 20 speed should act twice as often as char with 10 speed?

2.3. Choosing a party member

2.3.1. s1: Create a list of pm's that are ready

2.3.1.1. s2: when navigating up/down, run a for loop until the next ready pm is found OR cancel button is reached

3. Inventory system

3.1. Need this bubble to seperate shit

3.1.1. Item types

3.1.1.1. Weapon

3.1.1.1.1. Attributes

3.1.1.2. Off-hand

3.1.1.2.1. Instant consumable slot

3.1.1.2.2. Attributes

3.1.1.3. Armor

3.1.1.3.1. Stat stick

3.1.1.3.2. Weight

3.1.1.3.3. Effect text

3.1.1.4. Trinket

3.1.1.4.1. + Elemental resist % (fire, ice, electric, light, dark)

3.1.1.4.2. Effect text

3.1.1.5. Consumable

3.1.1.5.1. Restore values

3.1.1.5.2. Effect text

3.2. Weight (lowers speed, evasion and accuracy)

3.3. Stats

3.3.1. HP

3.3.1.1. If < 1, ur ded

3.3.2. MP

3.3.2.1. If < 1, can't use skills

3.3.3. Strength (STR)

3.3.3.1. Lowers weight penalty

3.3.3.2. Increases physical damage

3.3.4. Defense (DEF)

3.3.4.1. Reduces physical damage taken

3.3.5. Speed (SPD)

3.3.5.1. Allows for more actions per turn

3.3.6. Wisdom (WIS)

3.3.6.1. Increases magical damage

3.3.6.2. Increases effect of healing/buffing magic

3.3.7. Magic Defense (MDEF)

3.3.7.1. Reduces magical damage taken

3.3.8. Luck

3.3.8.1. Increases loot quantity/rarity

3.3.8.2. Increases chance to hit, dodge, crit

3.4. States

3.4.1. Home

3.4.1.1. Context menu

3.4.1.1.1. EQUIPS

3.4.1.1.2. GENERAL

3.4.1.2. Switch tabs

4. Battle system v2

4.1. Turn system

4.1.1. Turn order is displayed in the HUD now

4.1.2. Turn end

4.1.2.1. Turn ends when the turn-end event is reached in the timeline

4.1.2.1.1. This is also when debuffs like poison do their tick damage

4.1.3. Turn start

4.1.3.1. At the start of the turn, run a clock where each actor's time gets incremented using their speed stat, until the slowest character reaches 1000 (or some other number).

4.1.3.1.1. Each time an actor reaches 1000, add it to the queue and subtract 1000 from said actor. Keep incrementing until the last actor reaches 1000. This'll allow faster actors to act more than once a turn if they are fast enough. Once the last actor reaches 1000, create a queue, add a turn-end event at the end of it and stop the clock.

4.1.4. Using the timeline based turn system, this can allow for interesting effects

4.1.4.1. Bump an actor to the end of the queue

4.1.4.2. Remove an actor from the queue entirely

4.1.4.3. Provide an actor with another spot on the queue

4.2. Menus

4.2.1. Attack

4.2.1.1. Choose targets

4.2.1.1.1. Attack and end turn

4.2.2. Skills

4.2.2.1. Choose skill

4.2.2.1.1. Choose target

4.2.3. Items

4.2.3.1. Inventory menu

4.2.3.1.1. Allow the use of ONE item OR allow the swapping of ONE equipment

4.2.4. Guard

4.2.4.1. Choose position to guard at

4.2.4.1.1. Guard and end turn

4.2.5. Status

4.2.5.1. Choose whether to check party or enemies

4.2.5.1.1. Open status screen

4.2.6. Escape

4.2.6.1. Check if escape countdown == 0

4.2.6.1.1. Allow for escape

4.3. Grid system

4.3.1. 3x3 grid for each party (player and enemy)

4.3.1.1. Allows for more strategic combat

4.3.1.1.1. Summon allies in specific spaces

4.3.1.1.2. Buffs that affect adjacent allies

4.3.1.1.3. Attacks that affect a row, column, rectangular area (AoE), front party members, etc

4.3.1.1.4. Allow for interesting formations of actors

4.3.2. DS_grid that stores the actor's ID, x-grid pos and y-grid pos, as well as other data if applicable

4.4. Other features

4.4.1. Background manipulation

4.4.1.1. Allow for changing the background for certain attacks, skills, etc

4.4.2. Camera manipulation

4.4.2.1. Screen shake

4.4.2.2. Panning

4.4.3. Shaders

4.4.4. Act animations

4.4.4.1. Attack animations using sprites

4.4.5. Letterboxes

4.4.6. Attack name display

4.5. States

4.5.1. Menu home

4.5.1.1. Menu attack

4.5.1.1.1. Phase animate attack

4.5.2. Phase act next

4.5.2.1. Menu home

4.5.2.2. AI turn

5. To-do

5.1. Yellow = in progress, red = not started yet

6. JRPG architecture

6.1. Gameplay

6.1.1. Combat

6.2. Story

6.2.1. Quests and narrative

7. Elemental shizzle

7.1. Spells

7.1.1. Fire

7.1.2. Ice

7.1.3. Electric

7.1.4. Light

7.1.5. Dark