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Will monitor the progress that the RPG-NPC team has done regarding the npc_t struct. Depending on the progress they have made in the first week of sprint 4, OpenWorld will determine whether the implem…
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https://www.hammerdb.com/docs/ch09s04.html - “Using RedShift”
[CE] Not sure about needed updates here. I seem to recall some challenges with redshift not following TPC rules but I may be misrememb…
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We want to be able to auto-generate a new, connected room when entering a room. For now, we want a simple, bare-bones template room to be generated (path that connects to old room, maybe 1 item). The …
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Openworld is considering creating various rooms or levels. We would think about what kind of NPCs would be present in which room/level. We would also think of including some battle functionality with …
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Purpose is to illustrate a sample of the NPC struct and the type of functions needed to be considered for NPC functionality within multiple rooms. This mock implementation is hard coded and will be r…
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This week, the openworld team wants to hard code three rooms with unique characteristics to feed into the room module. Along with these rooms, I will hardcode item types to populate the rooms. These w…
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Consists of making a room with descriptions of a character when entering a room and distinguishing a hostile vs non-hostile character. Created three kinds of NPCs: Generic, Hostile, and Friendly. Mad…
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Implement a single-room autogeneration module that randomly pulls from a group of [hard-coded rooms](https://github.com/uchicago-cs/chiventure/blob/openworld/sample-generation/include/openworld/sample…
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Met with the Graphics team to discuss the implementation of a map that tells the user where they are. Coordinated a time to meet today with WDL that works for both ends. Our team plans to implement we…
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In the random_room_lookup function in autogenerate, the idx variable is consistently zero. This means that the room generated is always the room stored at the head of the speclist. The idx variable ta…