GameConfigIdea / timeline_and_features.py
kwabs22
Port changes from duplicate space to original
9328e91
"""
Timeline features, game mechanics inspirations, and mermaid story structures
"""
timeline_components = [
"Story progression tracker",
"Inventory management system",
"Character stat system",
"Quest log",
"Achievement system",
"NPC relationship tracker",
"Time and weather simulation",
"Economy and trading system",
"Crafting system",
"Skill tree",
"Dialogue manager",
"Combat system",
"Save/Load system",
"Random event generator",
"Faction reputation system"
]
# Decisions (and context explanation)
timeline_decision_features = [
"Moral alignment system (good/neutral/evil)",
"Consequence ripple effect (choices affect multiple future events)",
"Timed decisions (limited time to choose)",
"Hidden choices (unlocked by specific conditions)",
"Context-sensitive options (choices change based on character stats/items)",
"Dialogue trees with branching paths",
"Risk/reward choices (high risk, high reward options)",
"Character personality development through choices",
"Relationship-altering decisions",
"Story-altering key decisions",
"Multi-step decision processes",
"Decision journals (recap of major choices)",
"Faction-based decisions",
"Profession or class-specific choices",
"Ethical dilemmas with no clear 'right' answer"
]
# Nested Sections
timeline_nested_section_ideas = [
"Multilevel dungeons",
"City districts with sub-locations",
"Planetary system with multiple explorable planets",
"Dreamworld with nested dreams",
"Time periods (past, present, future) with sub-events",
"Parallel universes with alternate versions of locations",
"Miniature worlds inside objects",
"Body systems (for a medical game or body-exploration adventure)",
"Nested memories or flashbacks",
"Virtual reality levels within the game world",
"Dimensional rifts with sub-dimensions",
"Organizational hierarchies (e.g., crime family structure)",
"Ecosystem layers (e.g., forest canopy, understory, forest floor)",
"Nested puzzles (solving one unlocks another)",
"Matryoshka doll-like structures with hidden secrets"
]
# Media (Especially to affect decisions)
timeline_media_integration = [
"Dynamic background music changing with mood/tension",
"Character portrait changes reflecting emotional states",
"Environmental sound effects influencing player choices",
"Visual cues (color schemes, lighting) hinting at outcomes",
"Cinematic cutscenes revealing crucial information",
"Interactive maps updating with player discoveries",
"Voice acting with tone influencing trustworthiness",
"Symbolic imagery foreshadowing consequences",
"Augmented reality overlays providing decision hints",
"Character theme motifs indicating importance of NPCs",
"Weather effects reflecting story mood",
"Dream sequences visualizing potential outcomes",
"Time-lapse visuals showing long-term effects of choices",
"Split-screen effects for simultaneous events",
"Flashback scenes providing context for decisions"
]
# Replayability (GTA and Tekken type mechanics in text form)
timeline_replayability_features = [
"Multiple character origins with unique storylines",
"Randomized side quests and events",
"Unlockable skills and abilities for subsequent playthroughs",
"New Game+ mode with increased difficulty and rewards",
"Alternative routes to objectives",
"Hidden endings based on specific choices or achievements",
"Character customization affecting story and gameplay",
"Faction system with different allegiances each playthrough",
"Time-based events that change on each playthrough",
"Roguelike elements (permadeath, procedural generation)",
"Challenge modes (speed runs, minimalist runs)",
"Branching skill trees with mutually exclusive paths",
"Collectibles that unlock new content or lore",
"Dynamic world events that evolve differently each time",
"Secret characters or modes to unlock"
]
# Theme integration (Modified Variables that affect UI or config order)
timeline_theme_integration = [
"Dynamic UI color schemes based on location or story progress",
"Font styles changing with different eras or dimensions",
"Adaptive music system reflecting current theme",
"UI element shapes and designs matching the current environment",
"Loading screen tips and lore adapted to current theme",
"Cursor or pointer design changing with themes",
"Theme-specific animations for transitions between scenes",
"Variable text descriptors (e.g., 'cold' vs 'scorching' based on environment)",
"Themed icons for inventory and skills",
"Background textures or patterns reflecting current setting",
"Character portrait frames styled to match the theme",
"Theme-specific sound effects for UI interactions",
"Adaptive difficulty adjustments based on chosen theme",
"Mini-map or navigation elements styled to fit the theme",
"Theme-specific filters or overlays for the game view"
]
# GTA Heists - Same Map with overlapping branching narratives
gta_heist_inspired = [
"Multiple missions/quests available in the same location",
"Choices in one quest affect options in others",
"Time-sensitive missions that change the environment",
"Characters that appear in multiple storylines with different roles",
"Hidden connections between seemingly unrelated quests",
"Replay value through different approaches to the same heist",
"Dynamic difficulty based on previous mission outcomes",
"Unlockable areas within the same map as story progresses",
"Consequences of actions affecting the game world and future missions",
"Team assembly mechanics for different skill combinations",
"Planning phase before execution of major quests",
"Risk/reward choices for mission approach (stealth vs. aggressive)",
"Easter eggs and secrets hidden within the familiar environment",
"Alternate endings based on cumulative choices across multiple quests",
"NPC relationships affected by actions in different storylines"
]
# Battlefront - Elites amongst Commoners
battlefront_inspired = [
"Player can switch between 'grunt' and 'hero' modes",
"Special abilities or items only available to 'elite' characters",
"Earning 'elite' status through exemplary performance",
"Time-limited elite transformations",
"Missions where player commands both elites and regular units",
"Elites with unique storylines and dialogue options",
"Risk of losing elite status through poor performance",
"Elite characters influencing morale of common units",
"Unlockable elite characters with diverse abilities",
"Missions requiring coordination between elites and common units",
"Elite vs Elite showdowns as climactic events",
"Common units gaining experience to become elites over time",
"Elites having a larger impact on the story and world events",
"Special elite-only areas or quests",
"Dynamic difficulty adjustment when playing as elite characters"
]
# Tekken Casino (one mistake = 1/2 or 1/3 of your Resources)
tekken_casino_inspired = [
"High-stakes dialogue options with major resource loss for wrong choices",
"Timed decision-making with harsh penalties for indecision",
"Mini-games where a single mistake can cost significant resources",
"Opportunities to 'double or nothing' on quest rewards",
"Character skills affecting the odds of success in risky situations",
"Resource management system with high-risk, high-reward options",
"Combo system for dialogue or actions, breaking combo loses resources",
"Unlockable 'retry' options at the cost of resources",
"Progressive difficulty increase, with higher stakes for each level",
"Special 'all-in' options for desperate situations",
"Random events that can dramatically increase or decrease resources",
"Skill-based challenges with variable resource rewards/penalties",
"NPC interactions where trust is a resource that can be rapidly lost",
"Timed exploration with resource drain for inefficiency",
"Boss encounters with escalating stakes for each phase"
]
# Turn-based: 'Tactics' type nintendo games
tactics_inspired = [
"Grid-based movement and action system",
"Unit positioning affecting attack effectiveness and vulnerability",
"Diverse character classes with unique abilities and weaknesses",
"Terrain effects on movement and combat",
"Action points system for balancing multiple actions per turn",
"Status effects persisting across multiple turns",
"Synergy bonuses for complementary unit combinations",
"Permadeath or severe consequences for unit loss",
"Weapon triangle or elemental weakness system",
"Experience and leveling system for units",
"Limited resource management (e.g., mana, ammo) across battles",
"Multi-stage battles with changing objectives",
"Recruitment system for expanding team roster",
"Weather or time-of-day effects on battlefield conditions",
"Morale system affecting unit performance"
]
# Chess (and any other tile-based game)
chess_inspired = [
"Different 'pieces' with unique movement and action patterns",
"Objective-based victory conditions (e.g., capturing the 'king')",
"Limited 'board' space creating positioning challenges",
"Sacrificial strategies for long-term advantage",
"Opening, mid-game, and end-game phases with different strategies",
"Promotion system for 'pieces' reaching certain positions",
"Check and checkmate concepts for imminent defeat conditions",
"En passant-like special moves under specific circumstances",
"Castling-inspired defensive or positioning special actions",
"Pawn-like expendable units with potential for growth",
"Stalemate possibilities leading to draw outcomes",
"Time control mechanics for decision-making",
"Algebraic notation for recording and replaying game states",
"Handicap system for balancing player skill differences",
"Puzzle-like scenarios with optimal solution paths"
]
# Cyberpunk RED (adapting tabletop RPG rules for text-based gameplay)
cyberpunk_red_inspired = [
"Skill-based character creation with points allocation",
"Netrunning mechanics for hacking and virtual world exploration",
"Cybernetic enhancements with both benefits and drawbacks",
"Social status and reputation systems affecting interactions",
"Complex crafting system for weapons and gadgets",
"Trauma Team-like emergency services as game mechanic",
"Corporation-controlled zones with varying rule sets",
"Lifepath system affecting character background and abilities",
"Street slang glossary influencing dialogue options",
"Critical injury system with lasting effects",
"Improvised weapon creation from environment",
"Data mining and information brokering as key gameplay elements",
"Cyberpsychosis risk for excessive augmentation",
"Night City-inspired district exploration with distinct subcultures",
"Fixer-based job acquisition and reputation building"
]
# Community playthrough - Tally of players' choices
community_playthrough = [
"Global choice statistics visible to all players",
"Weekly community challenges based on least-chosen options",
"Adaptive storytelling influenced by majority choices",
"Community-unlocked content when certain choice thresholds are met",
"Leaderboards for most unique choice combinations",
"Time-limited voting on major story decisions",
"Character popularity contests affecting NPC prominence",
"Community-driven side quest creation",
"Collaborative puzzle solving with choice aggregation",
"Dynamic difficulty adjustment based on community performance",
"Seasonal events with community-wide consequences",
"Faction wars where player choices determine outcomes",
"Community achievements unlocking special game modes",
"Player choice heat maps for game areas",
"Periodic resets allowing community to reshape the game world"
]
# Random item placed in a random location - first person to get it wins
random_item_hunt = [
"Daily randomized legendary item hunts",
"Clue system hinting at item location based on player actions",
"Item location narrowing over time to increase tension",
"Multiple item tiers with varying rarity and win conditions",
"Limited-time windows for item discovery",
"Collaborative and competitive modes for item hunting",
"Randomized item powers affecting gameplay upon discovery",
"Cursed items with negative effects to add risk",
"Community-created hiding spots for items",
"Item hunt leaderboards with speed and efficiency metrics",
"Seasonal themed items with unique properties",
"Hint sharing system among players",
"Progressive clue unlocks for players lagging behind",
"Randomized environmental hazards during item hunts",
"Special game modes unlocked by finding rare items"
]
# Survival by location or characters met
survival_mechanics = [
"Location-based resource scarcity affecting survival strategies",
"Character relationships influencing survival odds",
"Dynamic weather system impacting survival difficulty",
"Randomized disease outbreaks requiring specific remedies",
"Crafting system adapted to location-specific materials",
"NPC trust system affecting trade and assistance availability",
"Time-based challenges for reaching safe locations",
"Unique survival skills unlocked by meeting specific characters",
"Randomized events testing different survival aspects",
"Permadeath mode with character legacy system",
"Base building mechanics adapted to different environments",
"Seasonal changes affecting survival strategies",
"Character-specific weaknesses requiring team-based survival",
"Morale system influenced by character interactions and environment",
"Scavenging missions with risk/reward balancing"
]
# Additional community and randomization features
bonus_features = [
"Player-created content voting and integration system",
"Randomized daily quests with community-wide rewards",
"Collaborative world-building events",
"Dynamic economy based on player actions and random events",
"Community-driven storyline branching",
"Randomized character backstories affecting gameplay",
"Player-run factions with territory control mechanics",
"Periodic world resets with randomized layouts",
"Community challenges requiring diverse skill combinations",
"Randomized NPC behavior and dialogue options",
"Player-created lore integration system",
"Dynamic difficulty scaling based on community skill level",
"Randomized ethical dilemmas with community-wide consequences",
"Collaborative raid events against procedurally generated dungeons",
"Community-driven development roadmap voting system"
]
multiplayer_features = [
"Real-time cooperative puzzle solving",
"Competitive leaderboards for speed runs or high scores",
"Shared world events affecting all players simultaneously",
"Player-vs-player mini-games or challenges",
"Guild or clan system for group activities",
"Trading system for in-game items or resources",
"Multiplayer-exclusive quests or storylines",
"Dynamic difficulty scaling based on group size and composition",
"Shared base-building or territory control mechanics",
"Cross-player skill or ability synergies"
]
# Categorized lists
existing_game_inspirations = [
gta_heist_inspired,
battlefront_inspired,
tekken_casino_inspired,
tactics_inspired,
chess_inspired,
cyberpunk_red_inspired
]
feature_lists = [
community_playthrough,
random_item_hunt,
survival_mechanics,
bonus_features
]
# All lists combined
all_idea_lists = existing_game_inspirations + feature_lists + [multiplayer_features]
# Create a list of all the idea lists for easy import and use
all_idea_lists = [
gta_heist_inspired,
battlefront_inspired,
tekken_casino_inspired,
tactics_inspired,
chess_inspired,
cyberpunk_red_inspired,
community_playthrough,
random_item_hunt,
survival_mechanics,
bonus_features
]
# List names for reference
list_names = [
"GTA Heists observations", "Battlefront observations", "Tekken 'Casino' observations", "Tactics Games observations", "Chess observations",
"Cyberpunk RED observations", "Community Playthrough observations", "Random Item Hunt observations",
"Survival Mechanics observations", "Bonus Features observations", "Multiplayer Features observations"
]
#-------------------------#-------------------------#-------------------------#-------------------------
mermaidstorystructures = {
"Hidden Progression 1":
"""graph TD
subgraph "Actual Timeline"
A1[Location 1 - First Visit]
A2[Location 2 - First Visit]
A3[Location 3 - First Visit]
A4[Location 4 - First Visit]
A1 --> A2 --> A3 --> A4
end
subgraph "Narrative Timeline"
N1[Location 2 - Story Event 1]
N2[Location 4 - Story Event 2]
N3[Location 1 - Story Event 3]
N4[Location 3 - Story Event 4]
N1 --> N2 --> N3 --> N4
end
subgraph "Hidden Timeline"
H1[Hidden Event 1]
H2[Hidden Event 2]
H3[Hidden Event 3]
H4[Hidden Event 4]
end
A1 -.-> N3
A2 -.-> N1
A3 -.-> N4
A4 -.-> N2
H1 -.- A1
H1 -.- A2
H1 -.- A3
H1 -.- A4
H2 -.- A1
H2 -.- A2
H2 -.- A3
H2 -.- A4
H3 -.- A1
H3 -.- A2
H3 -.- A3
H3 -.- A4
H4 -.- A1
H4 -.- A2
H4 -.- A3
H4 -.- A4""",
"Hidden Progression 2":
"""graph LR
subgraph "Actual Timeline"
A1[Location 1 - First Visit]
A2[Location 2 - First Visit]
A3[Location 3 - First Visit]
A4[Location 4 - First Visit]
A1 --> A2 --> A3 --> A4
end
subgraph "Narrative Timeline"
N1[Location 2 - Story Event 1]
N2[Location 4 - Story Event 2]
N3[Location 1 - Story Event 3]
N4[Location 3 - Story Event 4]
N1 --> N2 --> N3 --> N4
end
subgraph "Hidden Timeline"
H1[Hidden Event 1]
H2[Hidden Event 2]
H3[Hidden Event 3]
H4[Hidden Event 4]
H1 --> H2 --> H3 --> H4
end
A1 -.-> N3
A2 -.-> N1
A3 -.-> N4
A4 -.-> N2
H1 -.- N1
H2 -.- N2
H3 -.- N3
H4 -.- N4""",
"Hidden Progression 3":
"""graph LR
subgraph "Actual Timeline"
A1[Location 1 - First Visit]
A2[Location 2 - First Visit]
A3[Location 3 - First Visit]
A4[Location 4 - First Visit]
A1 --> A2 --> A3 --> A4
end
subgraph "Narrative Timeline"
N1[Location 2 - Story Event 1]
N2[Location 4 - Story Event 2]
N3[Location 1 - Story Event 3]
N4[Location 3 - Story Event 4]
N1 --> N2 --> N3 --> N4
end
A1 -.-> N3
A2 -.-> N1
A3 -.-> N4
A4 -.-> N2""",
"Parallel Storylines Progression":
"""graph TD
A[Start] --> B[Character 1 Introduction]
A --> C[Character 2 Introduction]
B --> D[Character 1 Event 1]
C --> E[Character 2 Event 1]
D --> F[Character 1 Event 2]
E --> G[Character 2 Event 2]
F --> H[Characters Meet]
G --> H
H --> I[Climax]
I --> J[Resolution]
""",
}
examplemermaidconceptblendingstrutures = {
"Star Wars Bakery Example":
"""flowchart TD
A[Bakery]
B[Star Wars]
C[Adjectives]
D[Combinatorics]
E[Seed Ideas]
F[LLM Processing]
A -- has attributes --> C
B -- has attributes --> C
C -- generates --> D
D -- creates --> E
E -- inputs to --> F
subgraph Bakery Attributes
direction TB
A1[Sweet]
A2[Warm]
A3[Comforting]
A4[Artisanal]
A -- includes --> A1
A -- includes --> A2
A -- includes --> A3
A -- includes --> A4
end
subgraph Star Wars Attributes
direction TB
B1[Galactic]
B2[Epic]
B3[Heroic]
B4[Dramatic]
B -- includes --> B1
B -- includes --> B2
B -- includes --> B3
B -- includes --> B4
end
subgraph Combinatorics
direction TB
C1[Sweet Galactic]
C2[Warm Epic]
C3[Comforting Heroic]
C4[Artisanal Dramatic]
D -- generates --> C1
D -- generates --> C2
D -- generates --> C3
D -- generates --> C4
end
subgraph Seed Ideas
direction TB
E1[Galactic Pastries]
E2[Epic Bread Battles]
E3[Heroic Baker's Quest]
E4[Dramatic Cake Decor]
E -- includes --> E1
E -- includes --> E2
E -- includes --> E3
E -- includes --> E4
end"""
}
#-------------------------#-------------------------#-------------------------#-------------------------