title | aliases | tags | created | updated | |||
---|---|---|---|---|---|---|---|
Game Design Document |
|
2024-12-28 |
2024-12-28 |
This document serves as the central reference for the game's design, providing:
- A comprehensive overview of game systems and mechanics
- Implementation details for core features
- Design principles and guidelines
- Technical specifications and architecture
- Development priorities and testing focus
BootHillGM is an AI-driven, web-based RPG set in the American Old West, based on the Boot Hill tabletop RPG system. Players engage in a solo adventure guided by an AI Game Master that provides uncensored, authentic Western storytelling through a responsive web interface.
For implementation details, see:
- [[../core-systems/combat-system|Combat System]]
- [[../core-systems/state-management|State Management]]
- [[../core-systems/journal-system|Journal System]]
- [[../core-systems/ai-integration|AI Integration]]
- Uncensored storytelling that adapts to all player actions
- Faithful adaptation of Boot Hill RPG mechanics
- Clear and responsive web-based interface
- Persistent game state with automatic saving
- Seamless integration of AI responses with game mechanics
- Theme-aware storytelling focusing on survival, law vs. outlaw, and frontier justice
- Dynamic narrative adaptation based on player actions and relevant themes
- AI-guided character creation
- Boot Hill attribute system
- Character state persistence
- Equipment and inventory management
- AI-generated character backgrounds
- Inventory and ammunition properties for characters and weapons
For implementation details, see [[../features/_completed/character-creation|Character Creation]].
- Real-time narrative generation
- Context-aware AI responses
- Automatic state saving
- Journal system for tracking events
- Combat state restoration
- Dynamic suggested actions generated by AI based on:
- Character background
- Current location and situation
- Available inventory items
- Recent narrative events
- Contextual suggestions update throughout gameplay
- Fallback system ensures players always have action options
- Turn-based combat following Boot Hill rules
- Health and damage tracking
- Combat log with detailed actions
- Weapon-specific modifiers
- Combat state persistence
- Auto-processing of opponent turns with basic AI
- Wound system with severity levels (light, serious, mortal)
- Refactored aim, move, and reload actions
For combat rules, see [[../BootHillRules/CombatRules|Boot Hill Combat Rules]].
- Item tracking and management
- Use item functionality
- Quantity tracking
- Item descriptions
- Automatic updates from narrative
For current work, see [[../features/_current/inventory-interactions|Inventory Interactions]].
- Automatic entry creation
- Combat result tracking
- Narrative summaries
- Timestamp organization
- Action history preservation
For enhancements, see [[../features/_current/journal-enhancements|Journal Enhancements]].
- Main Game Area
- Narrative display
- Input controls
- Combat interface
- Side Panel
- Character status
- Inventory display
- Journal viewer
- Game Controls
- Action buttons
- Save functionality
- System messages
For UI details, see [[../architecture/ui-wireframes|UI Wireframes]].
- Campaign state provider
- Combat state handling
- Inventory management
- Journal tracking
- Automatic saving
For architecture details, see [[../architecture/state-management|State Management Architecture]].
- Context management
- Response parsing
- Prompt engineering
- Error handling
- State synchronization
For AI details, see [[../ai/gemini-integration|Gemini Integration]].
- Player inputs action
- AI processes and generates response
- Game state updates based on response
- UI updates to reflect changes
- State is automatically saved
- Loop continues with next player action
- Initiative determination
- Turn-based actions (player then opponent)
- Damage calculation with wound application
- State updates
- Combat log updates
- Victory/defeat conditions (based on strength or mortal wounds)
- State restoration if interrupted
- Automatic item acquisition from narrative
- Manual item usage
- Quantity tracking
- State updates
- Journal entry creation
- Uncensored but contextually appropriate
- Historical Western setting accuracy
- Integration with game mechanics
- Consistent narrative style
- Clear action outcomes
For prompt details, see [[../ai/prompt-engineering/storytelling|Storytelling Prompts]].
- Detailed action description
- Weapon-specific details
- Damage and health updates
- Combat log formatting
- Critical hit/miss handling
For combat prompts, see [[../ai/prompt-engineering/combat|Combat Prompts]].
- Automatic generation
- Clear timestamps
- Concise summaries
- Combat results
- Inventory changes
- Combat system refinements
- Inventory interaction improvements
- Journal system enhancements
- UI/UX polish
- Performance optimization
For roadmap details, see [[../planning/roadmap|Development Roadmap]].
- Combat balance
- AI response quality
- State persistence
- Error recovery
- Performance monitoring
For testing details, see [[../technical-guides/testing|Testing Guide]].
This document serves as both a design reference and a guide for AI systems analyzing the project. It reflects the current implementation state while maintaining the original vision of an uncensored, authentic Western RPG experience.