Refactor Gameplay Tags: Split DT_ProjectTags.csv into 11 per-category Data Tables
- Removed DT_ProjectTags.csv and migrated tags into separate Data Tables: - DT_Tags_Player.csv (35 tags) - DT_Tags_Interaction.csv (37 tags) - DT_Tags_Item.csv (28 tags) - DT_Tags_Narrative.csv (55 tags) - DT_Tags_AI.csv (24 tags) - DT_Tags_Save.csv (25 tags) - DT_Tags_Environment.csv (35 tags) - DT_Tags_Combat.csv (28 tags) - DT_Tags_State.csv (43 tags) - DT_Tags_Audio.csv (29 tags) - DT_Tags_Achievement.csv (22 tags) - Updated INDEX.md to reflect new structure and deprecated DT_ProjectTags.csv. - Enhanced documentation in 01-core-foundation.md regarding tag-driven architecture.
This commit is contained in:
24
docs/blueprints/01-core/data-tables/DT_Tags_AI.csv
Normal file
24
docs/blueprints/01-core/data-tables/DT_Tags_AI.csv
Normal file
@@ -0,0 +1,24 @@
|
||||
Name,Tag,DevComment
|
||||
Framework_AI_Alert_None,Framework.AI.Alert.None,No awareness of player
|
||||
Framework_AI_Alert_Suspicious,Framework.AI.Alert.Suspicious,Heard or glimpsed something
|
||||
Framework_AI_Alert_Alerted,Framework.AI.Alert.Alerted,Confirmed player presence
|
||||
Framework_AI_Alert_Engaged,Framework.AI.Alert.Engaged,Actively fighting
|
||||
Framework_AI_Alert_Searching,Framework.AI.Alert.Searching,Lost sight searching area
|
||||
Framework_AI_Alert_Fleeing,Framework.AI.Alert.Fleeing,Retreating from combat
|
||||
Framework_AI_Archetype_Patrol,Framework.AI.Archetype.Patrol,Standard patrol guard
|
||||
Framework_AI_Archetype_Ambush,Framework.AI.Archetype.Ambush,Lurking ambush predator
|
||||
Framework_AI_Archetype_Stalker,Framework.AI.Archetype.Stalker,Persistent slow stalker
|
||||
Framework_AI_Archetype_Passive,Framework.AI.Archetype.Passive,Non-aggressive NPC
|
||||
Framework_AI_Archetype_Berserker,Framework.AI.Archetype.Berserker,Aggressive rush-down enemy
|
||||
Framework_AI_Archetype_Sniper,Framework.AI.Archetype.Sniper,Long-range stationary enemy
|
||||
Framework_AI_Stimulus_Sight,Framework.AI.Stimulus.Sight,Visual perception trigger
|
||||
Framework_AI_Stimulus_Hearing,Framework.AI.Stimulus.Hearing,Audio perception trigger
|
||||
Framework_AI_Stimulus_Damage,Framework.AI.Stimulus.Damage,Damage perception trigger
|
||||
Framework_AI_Stimulus_TeamAlert,Framework.AI.Stimulus.TeamAlert,Ally alert shared perception
|
||||
Framework_AI_Behavior_Aggressive,Framework.AI.Behavior.Aggressive,Aggressive combat style
|
||||
Framework_AI_Behavior_Defensive,Framework.AI.Behavior.Defensive,Defensive combat style
|
||||
Framework_AI_Behavior_Cautious,Framework.AI.Behavior.Cautious,Cautious slow approach
|
||||
Framework_AI_Behavior_Reckless,Framework.AI.Behavior.Reckless,Reckless rush style
|
||||
Framework_AI_Memory_LastKnownLocation,Framework.AI.Memory.LastKnownLocation,Last known player position
|
||||
Framework_AI_Memory_InvestigationPoint,Framework.AI.Memory.InvestigationPoint,Point of interest to investigate
|
||||
Framework_AI_Memory_ThreatHistory,Framework.AI.Memory.ThreatHistory,Record of damage sources
|
||||
|
22
docs/blueprints/01-core/data-tables/DT_Tags_Achievement.csv
Normal file
22
docs/blueprints/01-core/data-tables/DT_Tags_Achievement.csv
Normal file
@@ -0,0 +1,22 @@
|
||||
Name,Tag,DevComment
|
||||
Game_Achievement,Game.Achievement,Root achievement namespace
|
||||
Game_Achievement_FirstBlood,Game.Achievement.FirstBlood,First enemy killed
|
||||
Game_Achievement_Survivor,Game.Achievement.Survivor,Survived first chapter without dying
|
||||
Game_Achievement_Pacifist,Game.Achievement.Pacifist,Completed a chapter without killing any enemy
|
||||
Game_Achievement_Ghost,Game.Achievement.Ghost,Never detected by enemies in a chapter
|
||||
Game_Achievement_Collector,Game.Achievement.Collector,Collected all collectibles
|
||||
Game_Achievement_LoreMaster,Game.Achievement.LoreMaster,Discovered all lore entries
|
||||
Game_Achievement_SpeedRunner,Game.Achievement.SpeedRunner,Completed game in under 3 hours
|
||||
Game_Achievement_TrueEnding,Game.Achievement.TrueEnding,Unlocked the true ending
|
||||
Game_Achievement_BadEnding,Game.Achievement.BadEnding,Witnessed the bad ending
|
||||
Game_Achievement_WeaponsMaster,Game.Achievement.WeaponsMaster,Used every weapon type
|
||||
Game_Achievement_Crafter,Game.Achievement.Crafter,Crafted 10 items
|
||||
Game_Achievement_Untouchable,Game.Achievement.Untouchable,Completed a chapter without taking damage
|
||||
Game_Achievement_Hoarder,Game.Achievement.Hoarder,Carried 100 items at once
|
||||
Game_Achievement_Completionist,Game.Achievement.Completionist,Completed all side objectives
|
||||
Game_Achievement_FirstDeath,Game.Achievement.FirstDeath,Died for the first time
|
||||
Game_Achievement_TenDeaths,Game.Achievement.TenDeaths,Died 10 times
|
||||
Game_Achievement_Chapter1Complete,Game.Achievement.Chapter1Complete,Completed Chapter 1
|
||||
Game_Achievement_Chapter2Complete,Game.Achievement.Chapter2Complete,Completed Chapter 2
|
||||
Game_Achievement_Chapter3Complete,Game.Achievement.Chapter3Complete,Completed Chapter 3
|
||||
Game_Achievement_AllEndings,Game.Achievement.AllEndings,Unlocked every ending
|
||||
|
29
docs/blueprints/01-core/data-tables/DT_Tags_Audio.csv
Normal file
29
docs/blueprints/01-core/data-tables/DT_Tags_Audio.csv
Normal file
@@ -0,0 +1,29 @@
|
||||
Name,Tag,DevComment
|
||||
Framework_Audio_Bus_Master,Framework.Audio.Bus.Master,Master audio bus
|
||||
Framework_Audio_Bus_SFX,Framework.Audio.Bus.SFX,Sound effects bus
|
||||
Framework_Audio_Bus_Ambient,Framework.Audio.Bus.Ambient,Ambient audio bus
|
||||
Framework_Audio_Bus_Music,Framework.Audio.Bus.Music,Music bus
|
||||
Framework_Audio_Bus_Dialogue,Framework.Audio.Bus.Dialogue,Dialogue/VO bus
|
||||
Framework_Audio_Room_Small,Framework.Audio.Room.Small,Small room acoustics
|
||||
Framework_Audio_Room_Large,Framework.Audio.Room.Large,Large room acoustics
|
||||
Framework_Audio_Room_Outdoor,Framework.Audio.Room.Outdoor,Outdoor acoustics
|
||||
Framework_Audio_Room_Cave,Framework.Audio.Room.Cave,Cave acoustics
|
||||
Framework_Audio_Room_Hallway,Framework.Audio.Room.Hallway,Hallway acoustics
|
||||
Framework_Audio_Room_Bathroom,Framework.Audio.Room.Bathroom,Bathroom acoustics
|
||||
Framework_Audio_Room_Cathedral,Framework.Audio.Room.Cathedral,Cathedral acoustics
|
||||
Framework_Audio_Room_Anchoric,Framework.Audio.Room.Anchoric,Anechoic/dead acoustics
|
||||
Framework_Audio_Parameter_HeartRate,Framework.Audio.Parameter.HeartRate,Heart rate audio parameter
|
||||
Framework_Audio_Parameter_Stress,Framework.Audio.Parameter.Stress,Stress audio parameter
|
||||
Framework_Audio_Parameter_Fear,Framework.Audio.Parameter.Fear,Fear audio parameter
|
||||
Framework_Audio_Parameter_MusicIntensity,Framework.Audio.Parameter.MusicIntensity,Music intensity parameter
|
||||
Framework_Audio_Parameter_Tension,Framework.Audio.Parameter.Tension,Tension parameter
|
||||
Framework_Audio_Surface_Concrete,Framework.Audio.Surface.Concrete,Concrete footstep
|
||||
Framework_Audio_Surface_Wood,Framework.Audio.Surface.Wood,Wood footstep
|
||||
Framework_Audio_Surface_Metal,Framework.Audio.Surface.Metal,Metal footstep
|
||||
Framework_Audio_Surface_Water,Framework.Audio.Surface.Water,Water footstep
|
||||
Framework_Audio_Surface_Carpet,Framework.Audio.Surface.Carpet,Carpet footstep
|
||||
Framework_Audio_Surface_Gravel,Framework.Audio.Surface.Gravel,Gravel footstep
|
||||
Framework_Audio_Surface_Glass,Framework.Audio.Surface.Glass,Glass footstep
|
||||
Framework_Audio_Surface_Dirt,Framework.Audio.Surface.Dirt,Dirt footstep
|
||||
Framework_Audio_Surface_Grass,Framework.Audio.Surface.Grass,Grass footstep
|
||||
Framework_Audio_Surface_Tile,Framework.Audio.Surface.Tile,Tile footstep
|
||||
|
28
docs/blueprints/01-core/data-tables/DT_Tags_Combat.csv
Normal file
28
docs/blueprints/01-core/data-tables/DT_Tags_Combat.csv
Normal file
@@ -0,0 +1,28 @@
|
||||
Name,Tag,DevComment
|
||||
Framework_Combat_Damage_Physical,Framework.Combat.Damage.Physical,Physical/blunt damage type
|
||||
Framework_Combat_Damage_Arcane,Framework.Combat.Damage.Arcane,Arcane/magic damage type
|
||||
Framework_Combat_Damage_Fire,Framework.Combat.Damage.Fire,Fire damage type
|
||||
Framework_Combat_Damage_Poison,Framework.Combat.Damage.Poison,Poison damage type
|
||||
Framework_Combat_Damage_Fear,Framework.Combat.Damage.Fear,Fear/psychological damage type
|
||||
Framework_Combat_Damage_Environmental,Framework.Combat.Damage.Environmental,Environmental hazard damage
|
||||
Framework_Combat_Damage_True,Framework.Combat.Damage.True,True damage (bypasses all resistance)
|
||||
Framework_Combat_Weapon_Firearm,Framework.Combat.Weapon.Firearm,Firearm weapon type
|
||||
Framework_Combat_Weapon_Melee,Framework.Combat.Weapon.Melee,Melee weapon type
|
||||
Framework_Combat_Weapon_Throwable,Framework.Combat.Weapon.Throwable,Throwable weapon
|
||||
Framework_Combat_Ammo_Pistol,Framework.Combat.Ammo.Pistol,Pistol ammunition
|
||||
Framework_Combat_Ammo_Rifle,Framework.Combat.Ammo.Rifle,Rifle ammunition
|
||||
Framework_Combat_Ammo_Shotgun,Framework.Combat.Ammo.Shotgun,Shotgun shells
|
||||
Framework_Combat_Ammo_Energy,Framework.Combat.Ammo.Energy,Energy cells
|
||||
Framework_Combat_FireMode_SemiAuto,Framework.Combat.FireMode.SemiAuto,One shot per trigger press
|
||||
Framework_Combat_FireMode_FullAuto,Framework.Combat.FireMode.FullAuto,Continuous fire while held
|
||||
Framework_Combat_FireMode_Burst,Framework.Combat.FireMode.Burst,Fixed burst count
|
||||
Framework_Combat_FireMode_Charge,Framework.Combat.FireMode.Charge,Hold to charge release
|
||||
Framework_Combat_HitReaction_Flinch,Framework.Combat.HitReaction.Flinch,Minor directional flinch
|
||||
Framework_Combat_HitReaction_Stagger,Framework.Combat.HitReaction.Stagger,Heavy stagger
|
||||
Framework_Combat_HitReaction_Knockdown,Framework.Combat.HitReaction.Knockdown,Knocked to ground
|
||||
Framework_Combat_HitReaction_Ragdoll,Framework.Combat.HitReaction.Ragdoll,Full ragdoll on death
|
||||
Framework_Combat_Feedback_HitMarker,Framework.Combat.Feedback.HitMarker,Hit marker UI element
|
||||
Framework_Combat_Feedback_KillConfirm,Framework.Combat.Feedback.KillConfirm,Kill confirm UI element
|
||||
Framework_Combat_Shield_Active,Framework.Combat.Shield.Active,Shield is blocking
|
||||
Framework_Combat_Shield_Broken,Framework.Combat.Shield.Broken,Shield durability zero
|
||||
Framework_Combat_Shield_Recharging,Framework.Combat.Shield.Recharging,Shield recharging
|
||||
|
35
docs/blueprints/01-core/data-tables/DT_Tags_Environment.csv
Normal file
35
docs/blueprints/01-core/data-tables/DT_Tags_Environment.csv
Normal file
@@ -0,0 +1,35 @@
|
||||
Name,Tag,DevComment
|
||||
Game_Achievement,Game.Achievement,Root achievement namespace
|
||||
Game_Achievement_FirstBlood,Game.Achievement.FirstBlood,First kill
|
||||
Game_Achievement_Survivor,Game.Achievement.Survivor,Survived first chapter
|
||||
Game_Achievement_Pacifist,Game.Achievement.Pacifist,Completed chapter without killing
|
||||
Game_Achievement_Ghost,Game.Achievement.Ghost,Never detected in a chapter
|
||||
Game_Achievement_Collector,Game.Achievement.Collector,Collected all items
|
||||
Game_Achievement_LoreMaster,Game.Achievement.LoreMaster,Found all lore entries
|
||||
Game_Achievement_SpeedRunner,Game.Achievement.SpeedRunner,Completed game under time limit
|
||||
Game_Achievement_TrueEnding,Game.Achievement.TrueEnding,Unlocked true ending
|
||||
Game_Environment_Atmosphere_Safe,Game.Environment.Atmosphere.Safe,Safe zone atmosphere
|
||||
Game_Environment_Atmosphere_Neutral,Game.Environment.Atmosphere.Neutral,Neutral atmosphere
|
||||
Game_Environment_Atmosphere_Tense,Game.Environment.Atmosphere.Tense,Tension building
|
||||
Game_Environment_Atmosphere_Danger,Game.Environment.Atmosphere.Danger,Active danger
|
||||
Game_Environment_Atmosphere_Terror,Game.Environment.Atmosphere.Terror,Peak terror
|
||||
Game_Environment_Atmosphere_Eerie,Game.Environment.Atmosphere.Eerie,Eerie ambient
|
||||
Game_Environment_Scare,Game.Environment.Scare,Scare event namespace
|
||||
Game_Environment_Scare_MirrorJump,Game.Environment.Scare.MirrorJump,Mirror jump scare
|
||||
Game_Environment_Scare_CeilingDrop,Game.Environment.Scare.CeilingDrop,Body drops from ceiling
|
||||
Game_Environment_Scare_DoorSlam,Game.Environment.Scare.DoorSlam,Door slams behind player
|
||||
Game_Environment_Scare_Whisper,Game.Environment.Scare.Whisper,Ghost whisper audio
|
||||
Game_Environment_Scare_LightFlicker,Game.Environment.Scare.LightFlicker,Lights flicker then blackout
|
||||
Game_Environment_Light_Flicker,Game.Environment.Light.Flicker,Rapid flicker event
|
||||
Game_Environment_Light_Strobe,Game.Environment.Light.Strobe,Strobe light event
|
||||
Game_Environment_Light_Blackout,Game.Environment.Light.Blackout,Complete blackout event
|
||||
Game_Environment_Light_ColorShift,Game.Environment.Light.ColorShift,Color temperature shift
|
||||
Game_Environment_Pacing_Calm,Game.Environment.Pacing.Calm,Calm pacing band
|
||||
Game_Environment_Pacing_Exploration,Game.Environment.Pacing.Exploration,Exploration pacing
|
||||
Game_Environment_Pacing_Tension,Game.Environment.Pacing.Tension,Tension building
|
||||
Game_Environment_Pacing_Combat,Game.Environment.Pacing.Combat,Combat encounter
|
||||
Game_Environment_Pacing_Climax,Game.Environment.Pacing.Climax,Story climax
|
||||
Game_Environment_Pacing_Resolution,Game.Environment.Pacing.Resolution,Post-climax resolution
|
||||
Game_Environment_Performance_High,Game.Environment.Performance.High,High quality LOD target
|
||||
Game_Environment_Performance_Medium,Game.Environment.Performance.Medium,Medium quality
|
||||
Game_Environment_Performance_Low,Game.Environment.Performance.Low,Low quality LOD target
|
||||
|
37
docs/blueprints/01-core/data-tables/DT_Tags_Interaction.csv
Normal file
37
docs/blueprints/01-core/data-tables/DT_Tags_Interaction.csv
Normal file
@@ -0,0 +1,37 @@
|
||||
Name,Tag,DevComment
|
||||
Framework_Interaction_Type_Pickup,Framework.Interaction.Type.Pickup,Pick up an item
|
||||
Framework_Interaction_Type_Door,Framework.Interaction.Type.Door,Open/close a door
|
||||
Framework_Interaction_Type_Drawer,Framework.Interaction.Type.Drawer,Open/close a drawer
|
||||
Framework_Interaction_Type_Container,Framework.Interaction.Type.Container,Open/loot a container
|
||||
Framework_Interaction_Type_Inspect,Framework.Interaction.Type.Inspect,Examine an object in 3D
|
||||
Framework_Interaction_Type_Climb,Framework.Interaction.Type.Climb,Vault or mantle traversal
|
||||
Framework_Interaction_Type_Hide,Framework.Interaction.Type.Hide,Enter a hiding spot
|
||||
Framework_Interaction_Type_Use,Framework.Interaction.Type.Use,Use a world object (lever/button/terminal)
|
||||
Framework_Interaction_Type_Combine,Framework.Interaction.Type.Combine,Combine two items
|
||||
Framework_Interaction_Type_Grab,Framework.Interaction.Type.Grab,Grab a physics object
|
||||
Framework_Interaction_Type_Push,Framework.Interaction.Type.Push,Push a physics object
|
||||
Framework_Interaction_Type_Talk,Framework.Interaction.Type.Talk,Talk to an NPC
|
||||
Framework_Interaction_Type_Puzzle,Framework.Interaction.Type.Puzzle,Interact with a puzzle device
|
||||
Framework_Interaction_Context_Requires_Key,Framework.Interaction.Context.Requires.Key,Interaction requires a specific key item
|
||||
Framework_Interaction_Context_Requires_Item,Framework.Interaction.Context.Requires.Item,Interaction requires a specific item
|
||||
Framework_Interaction_Context_Locked,Framework.Interaction.Context.Locked,Interaction is locked
|
||||
Framework_Interaction_Context_Disabled,Framework.Interaction.Context.Disabled,Interaction is disabled
|
||||
Framework_Interaction_Context_OneShot,Framework.Interaction.Context.OneShot,Single-use interaction
|
||||
Framework_Interaction_Context_Cooldown,Framework.Interaction.Context.Cooldown,Interaction on cooldown
|
||||
Framework_Interaction_Prompt_Press,Framework.Interaction.Prompt.Press,Press-to-interact prompt
|
||||
Framework_Interaction_Prompt_Hold,Framework.Interaction.Prompt.Hold,Hold-to-interact prompt
|
||||
Framework_Interaction_Prompt_DoubleTap,Framework.Interaction.Prompt.DoubleTap,Double-tap prompt
|
||||
Framework_Interaction_HidingSpot_Locker,Framework.Interaction.HidingSpot.Locker,Full enclosure
|
||||
Framework_Interaction_HidingSpot_BehindCover,Framework.Interaction.HidingSpot.BehindCover,Behind low cover
|
||||
Framework_Interaction_HidingSpot_Under,Framework.Interaction.HidingSpot.Under,Under furniture
|
||||
Framework_Interaction_HidingSpot_Shadow,Framework.Interaction.HidingSpot.Shadow,In darkness
|
||||
Framework_Interaction_HidingSpot_Grass,Framework.Interaction.HidingSpot.Grass,In tall grass
|
||||
Framework_Interaction_Traversal_Vault,Framework.Interaction.Traversal.Vault,Vault over obstacle
|
||||
Framework_Interaction_Traversal_Mantle,Framework.Interaction.Traversal.Mantle,Mantle onto ledge
|
||||
Framework_Interaction_Traversal_Slide,Framework.Interaction.Traversal.Slide,Slide under barrier
|
||||
Framework_Interaction_Traversal_Squeeze,Framework.Interaction.Traversal.Squeeze,Squeeze through gap
|
||||
Framework_Interaction_Traversal_LedgeGrab,Framework.Interaction.Traversal.LedgeGrab,Grab ledge
|
||||
Framework_Interaction_Door_Closed,Framework.Interaction.Door.Closed,Door state closed
|
||||
Framework_Interaction_Door_Open,Framework.Interaction.Door.Open,Door state open
|
||||
Framework_Interaction_Door_Locked,Framework.Interaction.Door.Locked,Door locked
|
||||
Framework_Interaction_Door_Barricaded,Framework.Interaction.Door.Barricaded,Door barricaded
|
||||
|
28
docs/blueprints/01-core/data-tables/DT_Tags_Item.csv
Normal file
28
docs/blueprints/01-core/data-tables/DT_Tags_Item.csv
Normal file
@@ -0,0 +1,28 @@
|
||||
Name,Tag,DevComment
|
||||
Framework_Item_Type_Weapon,Framework.Item.Type.Weapon,Firearm or melee weapon
|
||||
Framework_Item_Type_Consumable,Framework.Item.Type.Consumable,Health pack stim stamina item
|
||||
Framework_Item_Type_KeyItem,Framework.Item.Type.KeyItem,Story key item
|
||||
Framework_Item_Type_Document,Framework.Item.Type.Document,Readable document or note
|
||||
Framework_Item_Type_Collectible,Framework.Item.Type.Collectible,Collectible with set tracking
|
||||
Framework_Item_Type_Ammo,Framework.Item.Type.Ammo,Ammunition pickup
|
||||
Framework_Item_Type_Tool,Framework.Item.Type.Tool,Flashlight lockpick etc
|
||||
Framework_Item_Type_Resource,Framework.Item.Type.Resource,Crafting resource
|
||||
Framework_Item_Type_Misc,Framework.Item.Type.Misc,Miscellaneous item
|
||||
Framework_Item_Slot_PrimaryWeapon,Framework.Item.Slot.PrimaryWeapon,Equipped primary weapon slot
|
||||
Framework_Item_Slot_SecondaryWeapon,Framework.Item.Slot.SecondaryWeapon,Equipped secondary weapon slot
|
||||
Framework_Item_Slot_Flashlight,Framework.Item.Slot.Flashlight,Equipped flashlight slot
|
||||
Framework_Item_Slot_Shield,Framework.Item.Slot.Shield,Equipped shield slot
|
||||
Framework_Item_Slot_Active,Framework.Item.Slot.Active,Active quick-slot item
|
||||
Framework_Item_Slot_Quick1,Framework.Item.Slot.Quick1,Quick slot 1
|
||||
Framework_Item_Slot_Quick2,Framework.Item.Slot.Quick2,Quick slot 2
|
||||
Framework_Item_Slot_Quick3,Framework.Item.Slot.Quick3,Quick slot 3
|
||||
Framework_Item_Slot_Quick4,Framework.Item.Slot.Quick4,Quick slot 4
|
||||
Framework_Item_Rarity_Trash,Framework.Item.Rarity.Trash,Trash tier loot
|
||||
Framework_Item_Rarity_Common,Framework.Item.Rarity.Common,Common tier loot
|
||||
Framework_Item_Rarity_Uncommon,Framework.Item.Rarity.Uncommon,Uncommon tier loot
|
||||
Framework_Item_Rarity_Rare,Framework.Item.Rarity.Rare,Rare tier loot
|
||||
Framework_Item_Rarity_Legendary,Framework.Item.Rarity.Legendary,Legendary tier loot
|
||||
Framework_Item_Context_Stackable,Framework.Item.Context.Stackable,Item can stack in inventory
|
||||
Framework_Item_Context_Unique,Framework.Item.Context.Unique,Only one can exist
|
||||
Framework_Item_Context_Quest,Framework.Item.Context.Quest,Quest-related item
|
||||
Framework_Item_Context_Droppable,Framework.Item.Context.Droppable,Can be dropped from inventory
|
||||
|
55
docs/blueprints/01-core/data-tables/DT_Tags_Narrative.csv
Normal file
55
docs/blueprints/01-core/data-tables/DT_Tags_Narrative.csv
Normal file
@@ -0,0 +1,55 @@
|
||||
Name,Tag,DevComment
|
||||
Game_Narrative_Flag,Game.Narrative.Flag,Root narrative flag namespace
|
||||
Game_Narrative_Phase,Game.Narrative.Phase,Story phase namespace
|
||||
Game_Narrative_Choice,Game.Narrative.Choice,Dialogue choice consequence tags
|
||||
Game_Narrative_Ending,Game.Narrative.Ending,Ending evaluation tags
|
||||
Game_Narrative_Flag_PrologueComplete,Game.Narrative.Flag.PrologueComplete,Prologue chapter completed
|
||||
Game_Narrative_Flag_Chapter1Complete,Game.Narrative.Flag.Chapter1Complete,Chapter 1 completed
|
||||
Game_Narrative_Flag_Chapter2Complete,Game.Narrative.Flag.Chapter2Complete,Chapter 2 completed
|
||||
Game_Narrative_Flag_Chapter3Complete,Game.Narrative.Flag.Chapter3Complete,Chapter 3 completed
|
||||
Game_Narrative_Flag_Act1Complete,Game.Narrative.Flag.Act1Complete,Act 1 completed
|
||||
Game_Narrative_Flag_Act2Complete,Game.Narrative.Flag.Act2Complete,Act 2 completed
|
||||
Game_Narrative_Flag_Act3Complete,Game.Narrative.Flag.Act3Complete,Act 3 completed
|
||||
Game_Narrative_Flag_FoundKey,Game.Narrative.Flag.FoundKey,Player found the basement key
|
||||
Game_Narrative_Flag_BasementDoorOpened,Game.Narrative.Flag.BasementDoorOpened,Basement door unlocked
|
||||
Game_Narrative_Flag_SawMonster,Game.Narrative.Flag.SawMonster,Player first saw the monster
|
||||
Game_Narrative_Flag_SavedNPC,Game.Narrative.Flag.SavedNPC,Player saved the trapped NPC
|
||||
Game_Narrative_Phase_Act1,Game.Narrative.Phase.Act1,Story phase: Act 1
|
||||
Game_Narrative_Phase_Act2,Game.Narrative.Phase.Act2,Story phase: Act 2
|
||||
Game_Narrative_Phase_Act3,Game.Narrative.Phase.Act3,Story phase: Act 3
|
||||
Game_Narrative_Phase_Prologue,Game.Narrative.Phase.Prologue,Story phase: Prologue
|
||||
Game_Narrative_Phase_Epilogue,Game.Narrative.Phase.Epilogue,Story phase: Epilogue
|
||||
Game_Narrative_Phase_Chapter1,Game.Narrative.Phase.Chapter1,Chapter 1: The Awakening
|
||||
Game_Narrative_Phase_Chapter2,Game.Narrative.Phase.Chapter2,Chapter 2: Into Darkness
|
||||
Game_Narrative_Phase_Chapter3,Game.Narrative.Phase.Chapter3,Chapter 3: The Truth
|
||||
Game_Narrative_Phase_Chapter4,Game.Narrative.Phase.Chapter4,Chapter 4: Confrontation
|
||||
Game_Narrative_Choice_SparedEnemy,Game.Narrative.Choice.SparedEnemy,Player chose to spare
|
||||
Game_Narrative_Choice_KilledEnemy,Game.Narrative.Choice.KilledEnemy,Player chose to kill
|
||||
Game_Narrative_Choice_AcceptedDeal,Game.Narrative.Choice.AcceptedDeal,Player accepted the deal
|
||||
Game_Narrative_Choice_RejectedDeal,Game.Narrative.Choice.RejectedDeal,Player rejected the deal
|
||||
Game_Narrative_Choice_RevealedSecret,Game.Narrative.Choice.RevealedSecret,Player revealed the secret
|
||||
Game_Narrative_Choice_KeptSilent,Game.Narrative.Choice.KeptSilent,Player stayed silent
|
||||
Game_Narrative_Ending_Good,Game.Narrative.Ending.Good,Good ending path
|
||||
Game_Narrative_Ending_Bad,Game.Narrative.Ending.Bad,Bad ending path
|
||||
Game_Narrative_Ending_True,Game.Narrative.Ending.True,True/secret ending path
|
||||
Game_Narrative_Ending_Sacrifice,Game.Narrative.Ending.Sacrifice,Sacrifice ending path
|
||||
Game_Narrative_Ending_Escape,Game.Narrative.Ending.Escape,Escape ending path
|
||||
Game_Narrative_Trial_HospitalEscape,Game.Narrative.Trial.HospitalEscape,Trial: escape the hospital
|
||||
Game_Narrative_Trial_StealthBasement,Game.Narrative.Trial.StealthBasement,Trial: stealth through basement
|
||||
Game_Narrative_Trial_SurviveSiege,Game.Narrative.Trial.SurviveSiege,Trial: survive the creature siege
|
||||
Game_Narrative_Trial_Timebomb,Game.Narrative.Trial.Timebomb,Trial: defuse before timer expires
|
||||
Game_Narrative_Cutscene_Intro,Game.Narrative.Cutscene.Intro,Intro cutscene
|
||||
Game_Narrative_Cutscene_Act1End,Game.Narrative.Cutscene.Act1End,Act 1 ending cutscene
|
||||
Game_Narrative_Cutscene_Act2End,Game.Narrative.Cutscene.Act2End,Act 2 ending cutscene
|
||||
Game_Narrative_Cutscene_Finale,Game.Narrative.Cutscene.Finale,Final confrontation cutscene
|
||||
Game_Narrative_Lore_Journal1,Game.Narrative.Lore.Journal1,Lore entry: Dr. Voss Journal 1
|
||||
Game_Narrative_Lore_Newspaper,Game.Narrative.Lore.Newspaper,Lore entry: Abandoned Newspaper
|
||||
Game_Narrative_Lore_AudioLog,Game.Narrative.Lore.AudioLog,Lore entry: Audio Log
|
||||
Framework_Objective_Status_Active,Framework.Objective.Status.Active,Objective currently active
|
||||
Framework_Objective_Status_Complete,Framework.Objective.Status.Complete,Objective completed
|
||||
Framework_Objective_Status_Failed,Framework.Objective.Status.Failed,Objective failed
|
||||
Framework_Objective_Status_Hidden,Framework.Objective.Status.Hidden,Objective hidden until discovered
|
||||
Framework_Objective_Category_Main,Framework.Objective.Category.Main,Main quest objective
|
||||
Framework_Objective_Category_Side,Framework.Objective.Category.Side,Optional side objective
|
||||
Framework_Objective_Category_Hidden,Framework.Objective.Category.Hidden,Secret objective
|
||||
Framework_Objective_Category_Tutorial,Framework.Objective.Category.Tutorial,Tutorial objective
|
||||
|
35
docs/blueprints/01-core/data-tables/DT_Tags_Player.csv
Normal file
35
docs/blueprints/01-core/data-tables/DT_Tags_Player.csv
Normal file
@@ -0,0 +1,35 @@
|
||||
Name,Tag,DevComment
|
||||
Framework_Player_State_Alive,Framework.Player.State.Alive,Player is alive and active
|
||||
Framework_Player_State_Dead,Framework.Player.State.Dead,Player health reached zero
|
||||
Framework_Player_State_Dying,Framework.Player.State.Dying,Player in downed-but-not-dead state
|
||||
Framework_Player_State_Hidden,Framework.Player.State.Hidden,Player inside a hiding spot
|
||||
Framework_Player_State_Interacting,Framework.Player.State.Interacting,Player using an object or UI
|
||||
Framework_Player_Stress_Low,Framework.Player.Stress.Low,Calm or slightly uneasy
|
||||
Framework_Player_Stress_Mid,Framework.Player.Stress.Mid,Distressed
|
||||
Framework_Player_Stress_High,Framework.Player.Stress.High,Panicked
|
||||
Framework_Player_Stress_Critical,Framework.Player.Stress.Critical,Terrified or catatonic
|
||||
Framework_Player_Posture_Standing,Framework.Player.Posture.Standing,Default upright posture
|
||||
Framework_Player_Posture_Crouching,Framework.Player.Posture.Crouching,Crouch-walking or stealth
|
||||
Framework_Player_Posture_Prone,Framework.Player.Posture.Prone,Lying flat
|
||||
Framework_Player_Posture_Vaulting,Framework.Player.Posture.Vaulting,Climbing or vaulting obstacle
|
||||
Framework_Player_Movement_Idle,Framework.Player.Movement.Idle,Not moving
|
||||
Framework_Player_Movement_Walking,Framework.Player.Movement.Walking,Slow movement
|
||||
Framework_Player_Movement_Jogging,Framework.Player.Movement.Jogging,Normal movement
|
||||
Framework_Player_Movement_Sprinting,Framework.Player.Movement.Sprinting,Fast movement with stamina drain
|
||||
Framework_Player_Movement_Sneaking,Framework.Player.Movement.Sneaking,Quiet crouched movement
|
||||
Framework_Player_Camera_Default,Framework.Player.Camera.Default,Normal camera
|
||||
Framework_Player_Camera_Aiming,Framework.Player.Camera.Aiming,ADS zoomed camera
|
||||
Framework_Player_Camera_Peeking,Framework.Player.Camera.Peeking,Camera offset for hiding peek
|
||||
Framework_Player_Camera_Injured,Framework.Player.Camera.Injured,Low-health camera effects
|
||||
Framework_Player_Body_FullBody,Framework.Player.Body.FullBody,Third-person or mirror mode
|
||||
Framework_Player_Body_ArmsOnly,Framework.Player.Body.ArmsOnly,Default first-person
|
||||
Framework_Player_Body_ArmsAndShadow,Framework.Player.Body.ArmsAndShadow,Arms plus shadow casting
|
||||
Framework_Player_Body_Hidden,Framework.Player.Body.Hidden,No body visible (cutscenes/UI)
|
||||
Framework_Player_Overlay_Clean,Framework.Player.Overlay.Clean,No body overlay
|
||||
Framework_Player_Overlay_Blood,Framework.Player.Overlay.Blood,Blood splatter on body
|
||||
Framework_Player_Overlay_Water,Framework.Player.Overlay.Water,Water droplets on body
|
||||
Framework_Player_Overlay_Mud,Framework.Player.Overlay.Mud,Mud/dirt on body
|
||||
Framework_Player_Vitals_Stamina_Normal,Framework.Player.Vitals.Stamina.Normal,Full stamina
|
||||
Framework_Player_Vitals_Stamina_Low,Framework.Player.Vitals.Stamina.Low,Below low threshold
|
||||
Framework_Player_Vitals_Stamina_Exhausted,Framework.Player.Vitals.Stamina.Exhausted,Below exhausted threshold
|
||||
Framework_Player_Vitals_Health_Critical,Framework.Player.Vitals.Health.Critical,Below critical health threshold
|
||||
|
25
docs/blueprints/01-core/data-tables/DT_Tags_Save.csv
Normal file
25
docs/blueprints/01-core/data-tables/DT_Tags_Save.csv
Normal file
@@ -0,0 +1,25 @@
|
||||
Name,Tag,DevComment
|
||||
Framework_Save_Type_Checkpoint,Framework.Save.Type.Checkpoint,Checkpoint auto-save
|
||||
Framework_Save_Type_HardSave,Framework.Save.Type.HardSave,Manual save slot
|
||||
Framework_Save_Type_AutoSave,Framework.Save.Type.AutoSave,Periodic auto-save
|
||||
Framework_Save_Type_ChapterTransition,Framework.Save.Type.ChapterTransition,Save on chapter load
|
||||
Framework_Save_Slot_1,Framework.Save.Slot.1,Save slot 1
|
||||
Framework_Save_Slot_2,Framework.Save.Slot.2,Save slot 2
|
||||
Framework_Save_Slot_3,Framework.Save.Slot.3,Save slot 3
|
||||
Framework_Save_Slot_Auto,Framework.Save.Slot.Auto,Autosave slot
|
||||
Framework_Save_Context_NewGame,Framework.Save.Context.NewGame,First save of new game
|
||||
Framework_Save_Context_Continue,Framework.Save.Context.Continue,Load existing save
|
||||
Framework_Save_Context_Delete,Framework.Save.Context.Delete,Delete save slot
|
||||
Framework_Save_Context_Corrupted,Framework.Save.Context.Corrupted,Save file corrupted
|
||||
Framework_DeathSpace_Active,Framework.DeathSpace.Active,Player in alternate death space
|
||||
Framework_DeathSpace_Entered,Framework.DeathSpace.Entered,Player entered death space
|
||||
Framework_DeathSpace_Exited,Framework.DeathSpace.Exited,Player exited death space
|
||||
Framework_DeathSpace_FoundExit,Framework.DeathSpace.FoundExit,Player found the exit
|
||||
Framework_Checkpoint_Active,Framework.Checkpoint.Active,Current active checkpoint
|
||||
Framework_Checkpoint_Previous,Framework.Checkpoint.Previous,Previous checkpoint
|
||||
Framework_Checkpoint_Reached,Framework.Checkpoint.Reached,A checkpoint was triggered
|
||||
Framework_Respawn_Point,Framework.Respawn.Point,Default respawn location
|
||||
Framework_Respawn_Start,Framework.Respawn.Start,Respawn sequence started
|
||||
Framework_Respawn_Complete,Framework.Respawn.Complete,Respawn sequence completed
|
||||
Framework_RunHistory_Death,Framework.RunHistory.Death,Death recorded in run history
|
||||
Framework_RunHistory_Chapter,Framework.RunHistory.Chapter,Chapter completed in run history
|
||||
|
43
docs/blueprints/01-core/data-tables/DT_Tags_State.csv
Normal file
43
docs/blueprints/01-core/data-tables/DT_Tags_State.csv
Normal file
@@ -0,0 +1,43 @@
|
||||
Name,Tag,DevComment
|
||||
Framework_State_Action_Fire,Framework.State.Action.Fire,Firing a weapon
|
||||
Framework_State_Action_Reload,Framework.State.Action.Reload,Reloading a weapon
|
||||
Framework_State_Action_Melee,Framework.State.Action.Melee,Melee attack
|
||||
Framework_State_Action_UseItem,Framework.State.Action.UseItem,Using an item
|
||||
Framework_State_Action_Interact,Framework.State.Action.Interact,Interacting with world object
|
||||
Framework_State_Action_OpenMenu,Framework.State.Action.OpenMenu,Opening a menu
|
||||
Framework_State_Action_Hide,Framework.State.Action.Hide,Entering/occupying hiding spot
|
||||
Framework_State_Action_Peek,Framework.State.Action.Peek,Peeking from hiding
|
||||
Framework_State_Action_Sprint,Framework.State.Action.Sprint,Sprinting
|
||||
Framework_State_Action_Jump,Framework.State.Action.Jump,Jumping
|
||||
Framework_State_Action_Dodge,Framework.State.Action.Dodge,Dodging/evading
|
||||
Framework_State_Action_Climb,Framework.State.Action.Climb,Climbing/vaulting
|
||||
Framework_State_Action_Slide,Framework.State.Action.Slide,Sliding
|
||||
Framework_State_Action_Squeeze,Framework.State.Action.Squeeze,Squeezing through gap
|
||||
Framework_State_Action_Grab,Framework.State.Action.Grab,Grabbing a physics object
|
||||
Framework_State_Action_Throw,Framework.State.Action.Throw,Throwing a held object
|
||||
Framework_State_Action_Aim,Framework.State.Action.Aim,Aiming down sights
|
||||
Framework_State_Action_Equip,Framework.State.Action.Equip,Equipping a weapon/item
|
||||
Framework_State_Action_Holster,Framework.State.Action.Holster,Holstering a weapon
|
||||
Framework_State_Action_Consume,Framework.State.Action.Consume,Consuming a consumable
|
||||
Framework_State_Action_Inspect,Framework.State.Action.Inspect,Inspecting an object
|
||||
Framework_State_Action_ReadDocument,Framework.State.Action.ReadDocument,Reading a document
|
||||
Framework_State_Action_Dialogue,Framework.State.Action.Dialogue,In dialogue
|
||||
Framework_State_Action_Choosing,Framework.State.Action.Choosing,Making a dialogue choice
|
||||
Framework_State_Action_Cutscene,Framework.State.Action.Cutscene,In a cutscene
|
||||
Framework_State_Overlay_Menu,Framework.State.Overlay.Menu,Menu overlay active
|
||||
Framework_State_Overlay_Inventory,Framework.State.Overlay.Inventory,Inventory screen open
|
||||
Framework_State_Overlay_Journal,Framework.State.Overlay.Journal,Journal screen open
|
||||
Framework_State_Overlay_Map,Framework.State.Overlay.Map,Map screen open
|
||||
Framework_State_Overlay_Settings,Framework.State.Overlay.Settings,Settings screen open
|
||||
Framework_State_Overlay_Dialogue,Framework.State.Overlay.Dialogue,Dialogue overlay active
|
||||
Framework_State_Overlay_Death,Framework.State.Overlay.Death,Death overlay active
|
||||
Framework_State_Overlay_Loading,Framework.State.Overlay.Loading,Loading screen active
|
||||
Framework_State_Vital_Health,Framework.State.Vital.Health,Health vital signal
|
||||
Framework_State_Vital_Stamina,Framework.State.Vital.Stamina,Stamina vital signal
|
||||
Framework_State_Vital_Stress,Framework.State.Vital.Stress,Stress vital signal
|
||||
Framework_State_Vital_Fear,Framework.State.Vital.Fear,Fear vital signal
|
||||
Framework_State_Gating_BlockSprint,Framework.State.Gating.BlockSprint,Gate: sprint blocked
|
||||
Framework_State_Gating_BlockJump,Framework.State.Gating.BlockJump,Gate: jump blocked
|
||||
Framework_State_Gating_BlockInteract,Framework.State.Gating.BlockInteract,Gate: interaction blocked
|
||||
Framework_State_Gating_BlockFire,Framework.State.Gating.BlockFire,Gate: fire blocked
|
||||
Framework_State_Gating_BlockReload,Framework.State.Gating.BlockReload,Gate: reload blocked
|
||||
|
Reference in New Issue
Block a user