# Ideas ## Table of Contents * [File Formats](#file-formats) * [Text Console](#text-console) * [Doodads](#doodads) # File Formats * The file formats should eventually have a **Protocol Buffers** binary representation before we go live. JSON support shall remain, but the production application will not _write_ JSON files, only read them. (This way we can ship drawings in the git repo as text files). ## Common Drawing Files * A common base format should be shared between Levels and Doodads. You should be able to use the Editor mode and draw a map *or* draw a doodad like a button. The drawing data should be a common structure between Level and Doodad files. * The drawing is separated between a **Palette** and the **Pixels** themselves. The Pixels reference the Palette values and their X,Y coordinate. * The _color_ and the _behavior_ of the palette are decoupled. * In the base game, all the solid lines you draw may be black and red lines are fire, but these aren't hard and fast rules. You could hack a custom map file that makes black lines fire and red lines water if you wanted. * The Palette in the map file stores the attributes and colors of each distinct type of pixel used in the map. Here it says "color 0 is black and is solid", "color 1 is red and is fire and is not solid", etc. * A mod tool could be written to produce a full-color pixel art level that still behaves and follows the normal rules of the Doodle game with regards to geometry and collisions. * Ideas for pixel attributes: * Brush: what shape brush to draw the pixel with. * Solid: can't collide with other solid pixels. * Fire: applies fire damage to doodads that intersect with it. * Water: If a doodad passes through a blue pixel, they toggle their underwater physics. This way pools can be entered from ANY side (top, bottom, sides) and the physics should toggle on and off. * Slippery: when a doodad is standing on a slippery pixel, do some extra checks to find a slope and slide the doodad down it. Makes the pixels act like ice. * Standard palette: * The base game's map editor will tend toward hand-drawn style, at least at first. * Black lines are solid. * Dashed black lines are slippery. * Red lines are fire. * Blue lines are water. * Light grey lines are decoration (non solid, background geometry) * May make it possible to choose arbitrary colors separately from the type of pixel. A palette manager UX would be great. ## Level Files * In the level file, store the `pixelHistory` as the definitive source of pixels rather than the grid of pixels. Let the grid be populated when the level is being inflated. The grid should have `json:"-"` so it doesn't serialize to the JSON. * This makes it possible to animate levels as they load -- by fast-tracing the original lines that the mapper drew, watching them draw the map before you play it. * Makes the file _slightly_ lighter weight because a lot of lines will have delta positions in the pixelHistory so we don't need to store the middle pixels. * It should have space to store copies of any custom Doodads that the user wants to export with the level file itself, for easy sharing. * It should have space to store a custom background image. # Text Console * Create a rudimentary dev console for entering text commands in-game. It will be helpful until we get a proper UI developed. * The `~` key would open the console. * Draw the console on the bottom of the screen. Show maybe 6 lines of output history (a `[]string` slice) and the command prompt on the bottom. * Ideas for console commands: * `save ` to save the drawing to disk. * `open ` * `clear` to clear the drawing. * Make the console scriptable so it can be used as a prompt, in the mean time before we get a UI. * Example: the key binding `Ctrl-S` would be used to save the current drawing, and we want to ask the user for a file name. There is no UI toolkit yet to draw a popup window or anything. * It could be like `console.Prompt("Filename:")` and it would force open the text console (if it wasn't already open) and the command prompt would have that question... and have a callback command to run, like `save ` using their answer. # Doodads Doodads will be the draggable, droppable, scriptable assets that make the mazes interactive. * They'll need to store multiple frames, for animations or varying states. Example: door opening, button being pressed, switch toggled on or off. * They'll need a scripting engine to make them interactive. Authoring the scripts can be done externally of the game itself. * The built-in doodads should be scripted the same way as custom doodads, dogfooding the system. * Custom doodads will be allowed to bundle with a level file for easy shipping. * Installing new doodads from a level file could be possible too. * Doodads within a level file all have a unique ID, probably just an integer. Could be just their array index even. Some ideas for doodad attributes: * Name (string) * Frames (drawings, like levels) Doodad instances in level files would have these attributes: * ID (int) * X,Y coordinates * Target (optional int; doodad ID): * For buttons and switches and things. The target would be another doodad that can be interacted with. * Self-contained doodads, like trapdoors, won't have a Target. * Powered (bool) * Default `false` and most things won't care. * A Button would be default `false` until pressed, then it's `true` * A Switch is `true` if On or `false` if Off * A Door is `true` if Open and `false` if Closed * So when a switch is turned on and it opens a door by pushing a `true` state to the door... this is the underlying system. ## Scripting * Probably use Otto for a pure Go JavaScript runtime, to avoid a whole world of hurt. * Be able to register basic event callbacks like: * On load (to initialize any state if needed) * On visible (for when we support scrolling levels) * On collision with another doodad or the player character * On interaction (player hits a "Use" button, as if to toggle a switch) * Doodads should be able to pass each other messages by ID. * Example: a Button should be able to tell a Door to open because the button has been pressed by another doodad or the player character. Some ideas for API features that should be available to scripts: * Change the direction and strength of gravity (i.e. Antigravity Boots). * Teleport the player doodad to an absolute or relative coordinate. * Summon additional doodads at some coordinate. * Add and remove items from the player's inventory. ## Ideas for Doodads Some specific ideas for doodads that should be in the maze game, and what sorts of scripting features they might need: * Items (class) * A class of doodad that is "picked up" when touched by the player character and placed into their inventory. * Scriptable hooks can still apply, callback ideas: * On enter inventory * On leave inventory * Example: Gravity Boots could be scripted to invert the global gravity when the item enters your inventory until you drop the boots. * Some attribute ideas: * Undroppable: player can't remove the item from their inventory. * Item ideas to start with: * Keys to open doors (these would just be mere collectables) * Antigravity Boots (scripted to mess with gravity) * Buttons * At least 2 frames: pressed and not pressed. * Needs to associate with a door or something that works with buttons. * On collision with a doodad or player character: send a notification to its associated Door that it should open. (`Powered: true`) * When collision ends, button and its door become unpowered. * Sticky Buttons * Buttons that only become `true` once. They stick "On" when activated for the first time. * Once pressed they can't be unpressed. However, there's nothing stopping a switch from targeting a sticky button, so when the switch is turned off the sticky button turns off too. * Switches * Like a button. On=`true` and Off=`false` * 2 frames for the On and Off position. * On "use" by the player, toggle the switch and notify the door of the new boolean value. * It would invert the value of the target, not just make it match the value of the switch. i.e. if the switch is `false` and the door is already open (`true`), making the switch `true` closes the door. * Powered Doors * Can only be opened when powered. * 2 frames of animation: open and closed. * A switch or button must target the door as a way to open/close it. * Locked Doors * Requires a key item to be in the player's inventory. * On collision with the player: if they have the key, the door toggles to its `true` powered state (open) and stays open. * The door takes the key from the player's inventory when opened. * Trapdoors * One-way doors that close behind you. * Can be placed horizontally: a doodad falling from above should cause the door to swing open (provided it's a downward-only door) and fall through. * Can be placed vertically and acts as a one-way door. * Needs several frames of animation.