From 7c4d899d6b8703f5cf787629a329c59a77a5411e Mon Sep 17 00:00:00 2001 From: nathan Date: Thu, 24 Jul 2025 17:50:50 -0600 Subject: Tree --- assets/tree.png | Bin 0 -> 208938 bytes concepts.org | 96 --------------------------------------------------- design.org | 104 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ src/assets.c | 3 +- src/assets.h | 5 +-- 5 files changed, 109 insertions(+), 99 deletions(-) create mode 100644 assets/tree.png delete mode 100644 concepts.org create mode 100644 design.org diff --git a/assets/tree.png b/assets/tree.png new file mode 100644 index 0000000..5c41e69 Binary files /dev/null and b/assets/tree.png differ diff --git a/concepts.org b/concepts.org deleted file mode 100644 index b8c426d..0000000 --- a/concepts.org +++ /dev/null @@ -1,96 +0,0 @@ -* General concept -A old creepy hag asks you to find something. Her request is very strange and -vague. If you bring back the wrong thing too many times she snaps your neck, if -you don't find it fast enough she snaps your neck, if you do *anything* wrong -she snaps your neck! If you find it you are rewarded a sticky nickel, old -mint... - -* Style -Surrealism, dry humor, dark humor, absurdity... Basically Whangdoodle Land -turned ghetto. You can freely roam the open world but its best to stay focused -on the task at hand and also keep your eyes pealed for things that might be -helpful in up coming requests. - -It will be made with poorly done 3d graphics. Colorful yet dark, magical yet -run down (like a out of order Disney Land)... - -* Game play -You pretty much have to bend over backwards to find whatever the old hag -wants. This includes asking the very strange looking npcs, building crazy rigs -to get places, trading items at suspicious shops, digging through trashcans, -fishing in the radio active pond, searching a prostitute's /fuck holes/... - -* End of game -On the last request you will have the items required for killing the old -hag. You will come across a old hag killing guide while doing the last -request. If you kill her you win. If you are a good boy and continue as she -said you will have your neck snapped no matter what you do. - -* Characters -+ Kiddo the main character. -+ Samantha the old hag. -+ John the shop keeper (just Ron with a beard and mostly bald head). -+ Ron the music store owner (just John with a mustache and long hair). -+ Tod the bartender (also looks like John and Ron). -+ Bethany the prostitute. -+ Frog Man the christian plug. -+ Jesus. - -* Place -+ Back woods. Most of the world. -+ Samantha's spot. Just a trash pile under a tree. -+ John's shop (you will never see John and Ron in the same place at the same - time). -+ Ron's shop. -+ Laundromat. -+ Frog Man's spot. Its just a bean bag chair in a cardboard hut behind a - dumpster. -+ Bethany's place. -+ Public park. -+ Radio active pond. -+ Bar, /there is no bar everyone just gets wasted in the streets./ -+ The church. - -* Items you need to find -1. Car keys. -2. Can of conk (off brand coke). -3. Half smoked cig. -4. Creepy doll. -5. Funky gun (its always aimed at the person holding it). -6. Half melted ice cream sandwich. -7. Holy bible. -8. White jazz bass. -9. Guitar pick. -10. Pair of old boots (do not bring back a pair of new boots or at least ones - that look new). -11. Three eyed fish. -12. Sad looking x-max tree. -13. Massive hard drive. -14. The real Easter Bunny (for the Easter BBQ). -15. Stolen skateboard. -16. Cat skeleton. -17. /Bitches Stew by Meter David/ record copy. -18. Used condom. -19. Laptop running Haiku OS. -20. Nuclear Ninja Tortoise. - -* Design and programming -+ It will have a open world making heavy use of height maps. -+ No real physics, just dummy physics. -+ Nearly everything will be a intractable object. -+ Very lite and careful use of memory allocation. Use the stack a lot more. -+ Procedural generation. -+ Use bounding volume hierarchy for entities (the game is quite static). -+ Mesh instancing as much as possible. - -** Intractable objects -All objects will have a simple object id. When you interact with it the -procedure for that object will be called. The ids can also be used for mesh -instancing. - -** Procedural generation -The world will be procedural generated and try to make sure every world it -creates is possible to beat. A little wack is fine as long as its -beatable. Since most of the world will just be a height map a image will be -generated first than rest of the world will be based around it. - diff --git a/design.org b/design.org new file mode 100644 index 0000000..3cd3462 --- /dev/null +++ b/design.org @@ -0,0 +1,104 @@ +* General concept +A old creepy hag asks you to find something. Her request is very strange and +vague. If you bring back the wrong thing too many times she snaps your neck, if +you don't find it fast enough she snaps your neck, if you do *anything* wrong +she snaps your neck! If you find it you are rewarded a sticky nickel, old +mint... + +* Style +Surrealism, dry humor, dark humor, absurdity... Basically Whangdoodle Land +turned ghetto. You can freely roam the open world but its best to stay focused +on the task at hand and also keep your eyes pealed for things that might be +helpful in up coming requests. + +It will be made with poorly done 3d graphics. Colorful yet dark, magical yet +run down (like a out of order Disney Land)... + +* Game play +You pretty much have to bend over backwards to find whatever the old hag +wants. This includes asking the very strange looking npcs, building crazy rigs +to get places, trading items at suspicious shops, digging through trashcans, +fishing in the radio active pond, searching a prostitute's /fuck holes/... + +* End of game +On the last request you will have the items required for killing the old +hag. You will come across a old hag killing guide while doing the last +request. If you kill her you win. If you are a good boy and continue as she +said you will have your neck snapped no matter what you do. + +* Characters ++ Kiddo the main character. ++ Samantha the old hag. ++ John the shop keeper (just Ron with a beard and mostly bald head). ++ Ron the music store owner (just John with a mustache and long hair). ++ Tod the bartender (also looks like John and Ron). ++ Bethany the prostitute. ++ Frog Man the christian plug. ++ Jesus. + +* Place ++ Back woods. Most of the world. ++ Samantha's spot. Just a trash pile under a tree. ++ John's shop (you will never see John and Ron in the same place at the same + time). ++ Ron's shop. ++ Laundromat. ++ Frog Man's spot. Its just a bean bag chair in a cardboard hut behind a + dumpster. ++ Bethany's place. ++ Public park. ++ Radio active pond. ++ Bar, /there is no bar everyone just gets wasted in the streets./ ++ The church. + +* Items you need to find +1. Car keys. +2. Can of conk (off brand coke). +3. Half smoked cig. +4. Creepy doll. +5. Funky gun (its always aimed at the person holding it). +6. Half melted ice cream sandwich. +7. Holy bible. +8. White jazz bass. +9. Guitar pick. +10. Pair of old boots (do not bring back a pair of new boots or at least ones + that look new). +11. Three eyed fish. +12. Sad looking x-max tree. +13. Massive hard drive. +14. The real Easter Bunny (for the Easter BBQ). +15. Stolen skateboard. +16. Cat skeleton. +17. /Bitches Stew by Meter David/ record copy. +18. Used condom. +19. Laptop running Haiku OS. +20. Nuclear Ninja Tortoise. + +* Design and programming ++ It will have a open world making heavy use of height maps. ++ No real physics, just dummy physics. ++ Nearly everything will be a intractable object. ++ Very lite and careful use of memory allocation. Use the stack a lot more. ++ Procedural generation. ++ Use bounding volume hierarchy for entities (the game is quite static). ++ Mesh instancing as much as possible. + +** Intractable objects +All objects will have a simple object id. When you interact with it the +procedure for that object will be called. The ids can also be used for mesh +instancing. + +** Procedural generation +The world will be procedural generated and try to make sure every world it +creates is possible to beat. A little wack is fine as long as its +beatable. Since most of the world will just be a height map a image will be +generated first than rest of the world will be based around it. + +* TODO World generation check list [1/6] ++ [X] Basic terrain ++ [ ] Trees/plants ++ [ ] Pond ++ [ ] Power lines ++ [ ] Buildings ++ [ ] Roads + diff --git a/src/assets.c b/src/assets.c index b42dfae..a50b824 100644 --- a/src/assets.c +++ b/src/assets.c @@ -7,7 +7,8 @@ const char imageAssetPaths[IMAGE_ASSET_COUNT][FT_NAMEMAX] = { const char textureAssetPaths[TEXTURE_ASSET_COUNT][FT_NAMEMAX] = { "heightmap.png", "mint.png", - "nickel.png" + "nickel.png", + "tree.png" }; void initAssets(Assets* assets) diff --git a/src/assets.h b/src/assets.h index f276088..0c6664c 100644 --- a/src/assets.h +++ b/src/assets.h @@ -4,7 +4,7 @@ #define ASSETS_H #define IMAGE_ASSET_COUNT 1 -#define TEXTURE_ASSET_COUNT 3 +#define TEXTURE_ASSET_COUNT 4 extern const char imageAssetPaths[IMAGE_ASSET_COUNT][FT_NAMEMAX]; extern const char textureAssetPaths[TEXTURE_ASSET_COUNT][FT_NAMEMAX]; @@ -20,7 +20,8 @@ enum { enum { HEIGHT_MAP_TEXTURE, MINT_TEXTURE, - NICK_TEXTURE + NICK_TEXTURE, + TREE_TEXTURE }; typedef struct { -- cgit v1.2.3