Enhance narrative systems with detailed implementation guides and data-driven structures
- Updated BPC_NarrativeStateSystem with a comprehensive manual implementation guide, including class setup, variable initialization, and function breakdowns. - Expanded BPC_ObjectiveSystem documentation to include a manual implementation guide and detailed function descriptions. - Added a manual implementation guide for BPC_DialoguePlaybackSystem, outlining class setup and function nodes. - Introduced a manual implementation guide for BPC_DialogueChoiceSystem, detailing choice presentation and selection processes. - Enhanced BPC_BranchingConsequenceSystem documentation with a manual implementation guide for consequence evaluation. - Updated BPC_TrialScenarioSystem with a manual implementation guide for scenario management. - Expanded BPC_LoreUnlockSystem documentation to include a manual implementation guide for lore entry management. - Added a manual implementation guide for BP_NarrativeTriggerVolume, detailing trigger volume setup and action execution. - Enhanced BPC_EndingAccumulator documentation with a manual implementation guide for ending evaluation. - Updated BPC_HitReactionSystem with a manual implementation guide for hit reaction management. - Added a manual implementation guide for BPC_RecoilSystem, detailing recoil application and recovery processes. - Introduced DT_ProjectTags.csv to define gameplay tags for various systems, enhancing data-driven design capabilities.
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docs/blueprints/01-core/DT_ProjectTags.csv
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docs/blueprints/01-core/DT_ProjectTags.csv
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Name,Tag,DevComment
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Framework_Player_State_Alive,Framework.Player.State.Alive,
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Framework_Player_State_Dead,Framework.Player.State.Dead,
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Framework_Player_State_Hidden,Framework.Player.State.Hidden,
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Framework_Player_State_Interacting,Framework.Player.State.Interacting,
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Framework_Player_Stress_Low,Framework.Player.Stress.Low,
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Framework_Player_Stress_Mid,Framework.Player.Stress.Mid,
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Framework_Player_Stress_High,Framework.Player.Stress.High,
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Framework_Player_Stress_Critical,Framework.Player.Stress.Critical,
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Framework_Player_Posture_Standing,Framework.Player.Posture.Standing,
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Framework_Player_Posture_Crouching,Framework.Player.Posture.Crouching,
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Framework_Player_Posture_Prone,Framework.Player.Posture.Prone,
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Framework_Player_Posture_Vaulting,Framework.Player.Posture.Vaulting,
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Framework_Interaction_Type_Pickup,Framework.Interaction.Type.Pickup,
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Framework_Interaction_Type_Door,Framework.Interaction.Type.Door,
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Framework_Interaction_Type_Drawer,Framework.Interaction.Type.Drawer,
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Framework_Interaction_Type_Container,Framework.Interaction.Type.Container,
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Framework_Interaction_Type_Inspect,Framework.Interaction.Type.Inspect,
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Framework_Interaction_Type_Climb,Framework.Interaction.Type.Climb,
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Framework_Interaction_Type_Hide,Framework.Interaction.Type.Hide,
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Framework_Interaction_Type_Use,Framework.Interaction.Type.Use,
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Framework_Interaction_Type_Combine,Framework.Interaction.Type.Combine,
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Framework_Interaction_Context_Requires_Key,Framework.Interaction.Context.Requires.Key,
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Framework_Interaction_Context_Requires_Item,Framework.Interaction.Context.Requires.Item,
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Framework_Interaction_Context_Locked,Framework.Interaction.Context.Locked,
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Framework_Interaction_Context_Disabled,Framework.Interaction.Context.Disabled,
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Framework_Item_Type_Weapon,Framework.Item.Type.Weapon,
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Framework_Item_Type_Consumable,Framework.Item.Type.Consumable,
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Framework_Item_Type_KeyItem,Framework.Item.Type.KeyItem,
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Framework_Item_Type_Document,Framework.Item.Type.Document,
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Framework_Item_Type_Collectible,Framework.Item.Type.Collectible,
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Framework_Item_Type_Ammo,Framework.Item.Type.Ammo,
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Framework_Item_Type_Tool,Framework.Item.Type.Tool,
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Framework_Item_Slot_PrimaryWeapon,Framework.Item.Slot.PrimaryWeapon,
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Framework_Item_Slot_SecondaryWeapon,Framework.Item.Slot.SecondaryWeapon,
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Framework_Item_Slot_Flashlight,Framework.Item.Slot.Flashlight,
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Framework_Item_Slot_Shield,Framework.Item.Slot.Shield,
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Framework_Item_Slot_Active,Framework.Item.Slot.Active,
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Game_Narrative_Flag,Game.Narrative.Flag,
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Game_Narrative_Phase,Game.Narrative.Phase,
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Game_Narrative_Choice,Game.Narrative.Choice,
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Game_Narrative_Ending,Game.Narrative.Ending,
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Game_Narrative_Flag_PrologueComplete,Game.Narrative.Flag.PrologueComplete,
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Framework_Objective_Status_Active,Framework.Objective.Status.Active,
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Framework_Objective_Status_Complete,Framework.Objective.Status.Complete,
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Framework_Objective_Status_Failed,Framework.Objective.Status.Failed,
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Framework_Objective_Status_Hidden,Framework.Objective.Status.Hidden,
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Framework_AI_Alert_None,Framework.AI.Alert.None,
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Framework_AI_Alert_Suspicious,Framework.AI.Alert.Suspicious,
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Framework_AI_Alert_Alerted,Framework.AI.Alert.Alerted,
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Framework_AI_Alert_Engaged,Framework.AI.Alert.Engaged,
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Framework_AI_Archetype_Patrol,Framework.AI.Archetype.Patrol,
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Framework_AI_Archetype_Ambush,Framework.AI.Archetype.Ambush,
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Framework_AI_Archetype_Stalker,Framework.AI.Archetype.Stalker,
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Framework_AI_Archetype_Passive,Framework.AI.Archetype.Passive,
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Framework_Save_Type_Checkpoint,Framework.Save.Type.Checkpoint,
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Framework_Save_Type_HardSave,Framework.Save.Type.HardSave,
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Framework_Save_Type_AutoSave,Framework.Save.Type.AutoSave,
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Game_Achievement,Game.Achievement,
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Game_Achievement_FirstBlood,Game.Achievement.FirstBlood,
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Game_Environment_Atmosphere,Game.Environment.Atmosphere,
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Game_Environment_Atmosphere_Eerie,Game.Environment.Atmosphere.Eerie,
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Game_Environment_Scare,Game.Environment.Scare,
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Game_Environment_Scare_MirrorJump,Game.Environment.Scare.MirrorJump,
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Framework_DeathSpace_Active,Framework.DeathSpace.Active,
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