Friday, February 3, 2012

Architecture example

This is an example of a (pretty silly) mission, to illustrate our architecture.
First, an overview of the main parts of the architecture

  • Locations in the overworld are connected by paths
  • Any change to the overworld or player action happens through interactions, most of which are mini-games
  • Interactions may have:
    • A number of inputs
    • A number of side-effects
    • A primary discrete output
    • Some secondary discrete outputs
  • Each location specifies
    • What interaction plays when you enter that location
    • What interaction will play for each possible output of the first interaction
    • Etc. until you leave the location through a location-changing interaction
In our example, the interaction present are:

  • Select and change location
    • Input: none(chosen during interaction)
    • Side effect: Location Change
    • Output: none
  • Flip a coin
    • Input:None
    • Side Effect: None
    • Output: Heads/Tails
  • Make a Choice
    • Input: 1-4 things to choose from
    • Side Effect: None
    • Output: The thing that was chosen
  • Toggle Path
    • Input: the path to toggle
    • Side effect: Path is turned on/off
    • Output: none
Using these three simple interactions, we can create a game like this:


To win this game, you'd have to go to the topmost location and flip coins until you get heads to turn on path 5; then go to the bottommost location, and make the choice to toggle the path. Then you can get to the Goal!

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