Difference between revisions of "Development plans"

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(Much more readable now.)
Line 2: Line 2:
 
= Canonical development plans =
 
= Canonical development plans =
  
These have been recovered from the original developers' planning files
+
These have been recovered from the original developers' planning files.
  
== Cities and Dungeons ==
+
=== Cities and Dungeons ===
 
* [[Proposed cities]]
 
* [[Proposed cities]]
 
* [[Proposed worlds]]
 
* [[Proposed worlds]]
  
== Monsters ==
+
=== Monsters ===
 
* [[Proposed monsters]]
 
* [[Proposed monsters]]
  
== Subsystems ==
+
=== Subsystems ===
* Player mood system with HUD graphics for facial expressions (like DooM)
 
 
* Mounts
 
* Mounts
  
== Minimum requirements per 0.01 release increment ==
+
== Version Requirements ==
 +
 
 +
Minimum requirements per 0.01 release increment.
  
 
Every version must henceforth include one new feature from every one of these categories:
 
Every version must henceforth include one new feature from every one of these categories:
Line 36: Line 37:
 
= Pro-canonical plans =
 
= Pro-canonical plans =
  
Canonical plans suggested after the departure of the original devs
+
Canonical plans suggested after the departure of the original devs.
  
 
== IvanCon plans ==
 
== IvanCon plans ==
Line 42: Line 43:
 
These plans were determined by the J_Kahvi and the IVAN community at the first IvanCon:
 
These plans were determined by the J_Kahvi and the IVAN community at the first IvanCon:
  
----
 
  
Discussion about IVAN on 4.8. and 5.8.2010
+
* Player mood system with HUD graphics for facial expressions (like DooM)
 +
** Graphics are ready (Ernomouse has them)
 +
** various levels of panic (morale paniced <-> psycho)
 +
** Berzerk mood
 +
** Animated face of the player
 +
** when high on mushroom, new face
 +
** One for every mood
 +
 
 +
* Male and female chars are different
 +
* Sex
 +
 
  
Attending: Alveradok, Bored, Chaostrom, Ernomouse, JoKe, J_Kahvi and Z
+
'''Magic system'''
 +
** ESP/telekinesis kind, no fireballs and other cliches (ex. lift a sword and use it to attack)
 +
** Shouldn't be based on Mana (something else than mana-point based system)
 +
** eg. travel through walls but no objects can be carried/worn, player leaves his body and inventory behind and turns into a ghost, should the body rot if you're away too long?
 +
* ghost items
 +
* amulet of astral projection
 +
** magical mushroom gas could result in Astral projection
 +
* if mana drops low, it'd cause bizarre things
 +
* eaten items could enhance spells (Nethack?)
  
----
+
'''Sleep'''
*Player mood system;
+
* the player will have to sleep
Graphics are ready (Ernomouse has them)
+
* dreams
various levels of panic
+
** the player could gain things from dreams
morale paniced <-> psycho
+
** affect food burning rate; Affect stats; Affect item spawning rate
Berzerk mood
+
** finding spells only from the dreams
Animated face of the player
+
** dream world
when high on mushroom, new face
 
One for every mood
 
Male and female chars are different
 
  
*Sex
 
Ask Somagu
 
  
*Magic system
+
* Dig up or down (Escaping up/downwards)
ISP/telekinesis kind, no fireballs and other cliches
 
F.ex. lift a sword and use it to attack
 
Shouldn't be based on Mana
 
  
Telekinesis/Magic
+
* A new quest
travel through walls but no objects can be carried/worn
+
** Retrieve a hammer from the catacombs
player leaves his body and inventory behind and turns into a ghost
+
** Smith gives you a key to petruses wives
should the body rot if you're away too long?
+
** Sex with one of them -> pregnancy (3 days?); What if you're female?
ghost items
+
** Sacrifice the child and become Valpuri's champ
amulet of astral projection
+
** If groin gets scarred a lot, you might get infertile (Magical way of restoring fertility)
magical mushroom gas could result in Astral projection
+
** Probably Petruses children could be sacrificed instead, as a harder guest
something else than mana-point based system
 
 
if mana-stamina drops low, it'd cause bizarre things
 
the player will have to sleep
 
dreams
 
the player could gain things from dreams
 
affect food burning rate; Affect stats; Affect item spawning rate
 
finding spells only from the dreams
 
12 or so dream world
 
eaten items could enhance spells (Nethack?)
 
  
 +
* Player classes
 +
** Might not be needed
  
*Dig up or down
+
* More comments to the code are needed
Escaping up/downwards
+
** Someone should write a guide to code files
  
*A new quest
+
* There is a power chart for balancing weapons
Retrieve a hammer from the catacombs
+
** Accuracy, power, sturdiness
Smith gives you a key to petruses wives
+
** Frequency of appearance is used to balance the power
Sex with one of them -> pregnancy (3 days?)
+
** Add features -> play testing
What if you're female?
 
Sacrifice the child and become Valpuri's champ
 
If groin gets scarred a lot, you might get infertile
 
Probably Petruses children could be sacrificed instead, as a harder guest
 
Magical way of restoring fertility
 
  
*Player classes
+
* Steppingstone material between meteorite steel adamantine
Might not be needed
+
** The int requirement takes a huge leap
  
*More comments to the code are needed
+
* Every weapon class should have an artifact
Someone should write a guide to code files
+
** More special items would be nice too (f.ex. flaming sword)
 +
** '''WIP''' --[[User:Red kangaroo|Red kangaroo]] ([[User talk:Red kangaroo|talk]]) 17:13, 18 October 2017 (UTC)
  
*There is a power chart for balancing weapons
+
* Trophy items and NPC's for people who contribute a lot to IVAN (there are plenty of examples already)
Accuracy, power, sturdiness
 
Frequency of appearance is used to balance the power
 
Add features -> play testing
 
  
*Steppingstone material between meteorite steel adamantine
+
* Different types of damage
The int requirement takes a huge leap
+
** Slash, point, blunt, burn
 +
** Variance between different weapons
 +
** Works diffeerently on f.ex. armour
  
*Every weapon class should have an artifact
+
* Ranged weapons would get more reasonable to have
More special items would be nice too (f.ex. flaming sword)
+
** sling for blunt
Trophy items and NPC's for people who contribute a lot to IVAN
+
** bow for point
there are plenty of examples already
 
  
*Another route to Attnam might be nice [SCRAPPED IDEA]
+
* Items and limbs made of f.ex. gas
Not sure if it's necessary, as there already are alternate ways
+
** A weapon: "Fan"
 +
** Steam powered Vacuum cleaner (effective against ghosts, insects, thrown items)
  
*Different types of damage
+
* Monsters could be put into items
Slash, point, blunt, burn
+
** Iron maiden, Cage traps
Variance between different weapons
+
** The problem is to make the charachter disappear
Works diffeerently on f.ex. armour
+
** Could be handled as f.ex. traps?
Ranged weapons would get more reasonable to have
 
sling for blunt
 
bow for point
 
...
 
  
 +
* A cloud of insects (fireflies, locusts?)
 +
** The catacombs could have lots of insects
  
*Should full helmets dampen sound
+
* You could have a conversation with the gods
The less dense a material is, the better sound barrier it is
 
  
*Items and limbs made of f.ex. gas
+
* Ighalli's god system
A weapon: "Fan"
+
** effects should be balanced somehow, so that better effects need better relations
Steam powered Vacuum cleaner
+
** bad effects
effective against ghosts, insects, thrown items
+
** god requesting an offer for some favours
 +
** lifestyle choises could effect god relations
  
*Monsters could be put into items
+
* blood contains a lot of iron
Iron maiden
 
Cage traps
 
The problem is to make the charachter disappear
 
Could be handled as f.ex. traps?
 
  
*A cloud of insects (fireflies, locusts?)
+
* Ghosts that disenchant items
The catacombs could have lots of insects
+
* Ghost that eats anything in the way
 +
* Invisible chars leave invis. ghosts
  
*You could have a conversation with the gods
+
* Chaostroms Zombie torso riddance idea
Ighalli's god system
+
** Limit the torso animation rate to third or quarter of what it is now
effects should be balanced somehow, so that better effects need better relations
+
** When the groin is severed, the torso cannot turn into a zombie any more
bad effects
 
god requesting an offer for some favours
 
lifestyle choises could effect god relations
 
blood contains a lot of iron f.ex.
 
  
*Ghosts apperance could vary
+
* Convert all graphics to 32x32 (J_Kahvi could probably do it)
Appearance saved when dying
+
** Opens possibilities to f.ex. turning into a big monster??
Blue and small transparence
+
** Would double the objects available
Ghosts that disenchant items
+
** midget objects
Ghost that eats anything in the way
+
** wand of object enlargement
Make them irritating
+
** Midget tunnels and dungeons (Gulliver)
Invisible chars leave invis. ghosts
+
** Create new midget monsters from the existing 16x16 graphics
 +
** midgets handle as groups, so you'd attack all the midgets in one square, they still could move freely about
  
*Chaostroms Zombie torso riddance idea
+
* Individual throwing accuracy for all items
Limit the torso animation rate to third or quarter of what it is now
 
When the groin is severed, the torso cannot turn into a zombie any more
 
  
*Convert all graphics to 32x32 (J_Kahvi could probably do it)
+
* Moods on the dungeon ("quite like underground weather")
Opens possibilities to f.ex. turning into a big monster??
+
** magical weather, tiring weather, hungering weather
Would double the objects available
 
midget objects
 
wand of object enlargement
 
Midget tunnels and dungeons
 
Gulliver
 
Create new midget monsters from the existing 16x16 graphics
 
midgets handle as groups, so you'd attack all the midgets in one square
 
they still could move freely about
 
  
*Individual throwing accuracy for all items
+
* Too much mining would collapse the level above (Dwarf Fortress style)
+
* generate not only the level you enter, but the ones next to it
*Monster ideas:
+
* The catacombs should have a different algorithm than the GC and UT
Wand using monster
 
Poltergeist monster
 
Insect cloud monstertype that you cannot attack by normal melee attack
 
  
*Moods on the dungeon ("quite like underground weather")
+
* Spreading fire which generates smoke
magical weather, tiring weather, hungering weather
+
** Smoke clouds should have a intensity modifier
 +
** In towers and towns wind should blow away the smoke and spread the fire
 +
** Insects could act as clouds that move randomly
 +
* Beehive that grows... O god!
 +
** bug room
 +
** makes a nice practice thing
  
*Different dungeon types
+
* Side dungeons that go sideways
Tower dungeon
 
very open levels
 
wind
 
going against the wind would be taxing or slowing
 
illusions of f.ex. floor tiles
 
you should be able to escape the tower by jumping outside
 
if the player walks on a floor made of air then he will fall down a level, until he hits something solid
 
Damage based on falling distance
 
can't progress backwards
 
wind blow would affect large and unencumbered creatures more
 
if you jump or fly, you'd automatically get blown a certain amount with the wind
 
this way small creatures could find secret dungeons
 
tower made of balsa
 
if the player weighs too much, the floor breaks
 
For a cloack you could wear a Dwarven parachute, which radically decreases falling damage
 
Small alien side dungeon
 
Based on the frenchmen's alien mod
 
Astral projection dungeon
 
only accessible as a ghost
 
astral projections could carry only one item
 
only one revard could be brought outside, in case the side quest would be accessible only once
 
wizard hiding from something in an astral plane
 
his body is f.ex. suspended into a nearby statue
 
constantly exploding level as the entrance
 
explosions triggering every moment
 
ghosts could be immune to explosions
 
ghosts could move between levels without stairs
 
see digging up and down
 
Midget dungeon
 
  
*Too much mining would collapse the level above (Dwarf Fortress style)
 
generate not only the level you enter, but the ones next to it
 
  
*The catacombs should have a different algorithm than the GC and UT
+
'''Monty Python'''
 +
* llamas
 +
* dead parrot
 +
* the killer rabbit
 +
** a little chance of a killer rabit spawning from adult mutant rabbits mating
 +
* witches that weigh the same as a duck
 +
** duck flesh and witch flesh
  
*BUGS:
+
'''Dungeon types'''
Shops shouldn't have locked doors without warning
+
* Tower dungeon
when the shop is put into a room, change the locked doors next to it into unlocked ones
+
** very open levels
 +
** wind, going against the wind would be taxing or slowing
 +
** illusions of f.ex. floor tiles
 +
** you should be able to escape the tower by jumping outside
 +
** if the player walks on a floor made of air then he will fall down a level, until he hits something solid
 +
** Damage based on falling distance
 +
** can't progress backwards
 +
** wind blow would affect large and unencumbered creatures more
 +
** if you jump or fly, you'd automatically get blown a certain amount with the wind
 +
** this way small creatures could find secret dungeons
 +
** tower made of balsa
 +
** if the player weighs too much, the floor breaks
 +
** For a cloack you could wear a Dwarven parachute, which radically decreases falling damage
  
*Every new version needs more than the faces and the god system
+
* Small alien side dungeon
A couple of tricky features, and a few easier ones
+
** Based on the frenchmen's alien mod
  
*Spreading fire which generates smoke
+
* Astral projection dungeon
Smoke clouds should have a intensity modifier
+
** only accessible as a ghost
In towers and towns wind should blow away the smoke and spread the fire
+
** astral projections could carry only one item
Insects could act as clouds that move randomly
+
** only one revard could be brought outside, in case the side quest would be accessible only once
Beehive that grows... Ogod!
+
** wizard hiding from something in an astral plane
bug room
+
** his body is f.ex. suspended into a nearby statue
makes a nice practice thing
+
** constantly exploding level as the entrance
 +
** explosions triggering every moment
 +
** ghosts could be immune to explosions
 +
** ghosts could move between levels without stairs (see digging up and down)
  
*Side dungeons that go sideways
+
* Midget dungeon
  
*Joke ideas:
+
'''Monsters'''
Monty Python:
+
* Wand using monster
llamas
+
* Poltergeist monster
dead parrot
+
* Insect cloud monstertype that you cannot attack by normal melee attack
holy hand grenade
 
the killer rabbit
 
a little chance of a killer rabit spawning from adult mutant rabbits mating
 
witches that weigh the same as a duck
 
duck flesh and witch flesh
 
  
*Item ideas:
+
'''Items'''
Fan (blows away insects and ghosts)
+
* Fan (blows away insects and ghosts)
Steampowered vacuum cleaner (sucks in insects and ghosts)
+
* Steampowered vacuum cleaner (sucks in insects and ghosts)
Instead of steam powered, it could be basically just a captured Eddie; when it breaks, the Eddy comes out...
+
** Instead of steam powered, it could be basically just a captured Eddie; when it breaks, the Eddy comes out...
Wand of unlocking / locking (closes unlocked and unlocks the closed doors)
+
* Wand of unlocking / locking (closes unlocked and unlocks the closed doors)
neither of these ideas were generally liked
+
* Dwarven parachute
Dwarven parachute
+
* Rubber boots that boost electricy resistance
Rubber boots that boost electricy resistance
+
* HUGE morningstar type weapon
HUGE morningstar type weapon
+
* weapons destroying walls? You can kick them...
weapons destroying walls? You can kick them...
 
Weapon tweaks
 
The stethoscope is a bit strong as a weapon
 
Gauntlets don't use unarmed skill (if they're wielded as weapons, maybe they shouldn't either)
 
Wielded gloves should affect unarmed skill and worn gauntlets should do extra damage
 
  
*Next version shouldn't be too hard:
+
* Weapon tweaks
No new dungeon
+
** The stethoscope is a bit strong as a weapon
BUGFIX: the shop door creation bug and dissolving body parts (TTY only?)
+
** Gauntlets don't use unarmed skill (if they're wielded as weapons, maybe they shouldn't either)
BUGFIX: Mustard gas hostility bug
+
** Wielded gloves should affect unarmed skill and worn gauntlets should do extra damage
Insect clouds
 
Fire
 
Mood system
 
Having the bones ghosts look like the original characters
 
= IVAN 0.51
 
  
 
== Four Mountains ==
 
== Four Mountains ==
By JKahvi
 
  
 +
* By JKahvi
 +
* More [http://wiki.moq.fi/index.php?title=Main_Page here].
  
 
= Later community development plans =
 
= Later community development plans =
  
These plans are a combination of  
+
These plans are a combination of current developers' plans and ideas by community.
  
 
== SquashMonster's legendary thread ==
 
== SquashMonster's legendary thread ==
  
 +
XXX
  
 
== Individual developers ==
 
== Individual developers ==
  
[[ plans by fejoa ]]
+
* [[Plans by fejoa]]
 +
* [[Plans by red kangaroo]]
 +
 
 +
= Done =
 +
 
 +
* holy hand grenade
 +
 
 +
* Ghosts apperance could vary
 +
** Appearance saved when dying
 +
** Blue and small transparence
 +
 
 +
* Should full helmets dampen sound
 +
** The less dense a material is, the better sound barrier it is
 +
 
 +
* Shops shouldn't have locked doors without warning
 +
** when the shop is put into a room, change the locked doors next to it into unlocked ones
 +
 
 +
= Scrapped =
  
 +
* Another route to Attnam might be nice [SCRAPPED IDEA]
 +
** Not sure if it's necessary, as there already are alternate ways
  
 
= Important links =
 
= Important links =
  
Links to discussion threads
+
* [https://attnam.com/topics/Ideas General ideas thread]

Revision as of 17:13, 18 October 2017

Canonical development plans

These have been recovered from the original developers' planning files.

Cities and Dungeons

Monsters

Subsystems

  • Mounts

Version Requirements

Minimum requirements per 0.01 release increment.

Every version must henceforth include one new feature from every one of these categories:

  • fountain effects
  • banana jokes
  • special monsters
  • special items
  • special materials
  • Monty Python jokes
  • insults
  • diseases

Every other version is ok for these:

  • traps
  • states other than diseases

(source: CVS doc/Work/Version Requirements)

Pro-canonical plans

Canonical plans suggested after the departure of the original devs.

IvanCon plans

These plans were determined by the J_Kahvi and the IVAN community at the first IvanCon:


  • Player mood system with HUD graphics for facial expressions (like DooM)
    • Graphics are ready (Ernomouse has them)
    • various levels of panic (morale paniced <-> psycho)
    • Berzerk mood
    • Animated face of the player
    • when high on mushroom, new face
    • One for every mood
  • Male and female chars are different
  • Sex


Magic system

    • ESP/telekinesis kind, no fireballs and other cliches (ex. lift a sword and use it to attack)
    • Shouldn't be based on Mana (something else than mana-point based system)
    • eg. travel through walls but no objects can be carried/worn, player leaves his body and inventory behind and turns into a ghost, should the body rot if you're away too long?
  • ghost items
  • amulet of astral projection
    • magical mushroom gas could result in Astral projection
  • if mana drops low, it'd cause bizarre things
  • eaten items could enhance spells (Nethack?)

Sleep

  • the player will have to sleep
  • dreams
    • the player could gain things from dreams
    • affect food burning rate; Affect stats; Affect item spawning rate
    • finding spells only from the dreams
    • dream world


  • Dig up or down (Escaping up/downwards)
  • A new quest
    • Retrieve a hammer from the catacombs
    • Smith gives you a key to petruses wives
    • Sex with one of them -> pregnancy (3 days?); What if you're female?
    • Sacrifice the child and become Valpuri's champ
    • If groin gets scarred a lot, you might get infertile (Magical way of restoring fertility)
    • Probably Petruses children could be sacrificed instead, as a harder guest
  • Player classes
    • Might not be needed
  • More comments to the code are needed
    • Someone should write a guide to code files
  • There is a power chart for balancing weapons
    • Accuracy, power, sturdiness
    • Frequency of appearance is used to balance the power
    • Add features -> play testing
  • Steppingstone material between meteorite steel adamantine
    • The int requirement takes a huge leap
  • Every weapon class should have an artifact
    • More special items would be nice too (f.ex. flaming sword)
    • WIP --Red kangaroo (talk) 17:13, 18 October 2017 (UTC)
  • Trophy items and NPC's for people who contribute a lot to IVAN (there are plenty of examples already)
  • Different types of damage
    • Slash, point, blunt, burn
    • Variance between different weapons
    • Works diffeerently on f.ex. armour
  • Ranged weapons would get more reasonable to have
    • sling for blunt
    • bow for point
  • Items and limbs made of f.ex. gas
    • A weapon: "Fan"
    • Steam powered Vacuum cleaner (effective against ghosts, insects, thrown items)
  • Monsters could be put into items
    • Iron maiden, Cage traps
    • The problem is to make the charachter disappear
    • Could be handled as f.ex. traps?
  • A cloud of insects (fireflies, locusts?)
    • The catacombs could have lots of insects
  • You could have a conversation with the gods
  • Ighalli's god system
    • effects should be balanced somehow, so that better effects need better relations
    • bad effects
    • god requesting an offer for some favours
    • lifestyle choises could effect god relations
  • blood contains a lot of iron
  • Ghosts that disenchant items
  • Ghost that eats anything in the way
  • Invisible chars leave invis. ghosts
  • Chaostroms Zombie torso riddance idea
    • Limit the torso animation rate to third or quarter of what it is now
    • When the groin is severed, the torso cannot turn into a zombie any more
  • Convert all graphics to 32x32 (J_Kahvi could probably do it)
    • Opens possibilities to f.ex. turning into a big monster??
    • Would double the objects available
    • midget objects
    • wand of object enlargement
    • Midget tunnels and dungeons (Gulliver)
    • Create new midget monsters from the existing 16x16 graphics
    • midgets handle as groups, so you'd attack all the midgets in one square, they still could move freely about
  • Individual throwing accuracy for all items
  • Moods on the dungeon ("quite like underground weather")
    • magical weather, tiring weather, hungering weather
  • Too much mining would collapse the level above (Dwarf Fortress style)
  • generate not only the level you enter, but the ones next to it
  • The catacombs should have a different algorithm than the GC and UT
  • Spreading fire which generates smoke
    • Smoke clouds should have a intensity modifier
    • In towers and towns wind should blow away the smoke and spread the fire
    • Insects could act as clouds that move randomly
  • Beehive that grows... O god!
    • bug room
    • makes a nice practice thing
  • Side dungeons that go sideways


Monty Python

  • llamas
  • dead parrot
  • the killer rabbit
    • a little chance of a killer rabit spawning from adult mutant rabbits mating
  • witches that weigh the same as a duck
    • duck flesh and witch flesh

Dungeon types

  • Tower dungeon
    • very open levels
    • wind, going against the wind would be taxing or slowing
    • illusions of f.ex. floor tiles
    • you should be able to escape the tower by jumping outside
    • if the player walks on a floor made of air then he will fall down a level, until he hits something solid
    • Damage based on falling distance
    • can't progress backwards
    • wind blow would affect large and unencumbered creatures more
    • if you jump or fly, you'd automatically get blown a certain amount with the wind
    • this way small creatures could find secret dungeons
    • tower made of balsa
    • if the player weighs too much, the floor breaks
    • For a cloack you could wear a Dwarven parachute, which radically decreases falling damage
  • Small alien side dungeon
    • Based on the frenchmen's alien mod
  • Astral projection dungeon
    • only accessible as a ghost
    • astral projections could carry only one item
    • only one revard could be brought outside, in case the side quest would be accessible only once
    • wizard hiding from something in an astral plane
    • his body is f.ex. suspended into a nearby statue
    • constantly exploding level as the entrance
    • explosions triggering every moment
    • ghosts could be immune to explosions
    • ghosts could move between levels without stairs (see digging up and down)
  • Midget dungeon

Monsters

  • Wand using monster
  • Poltergeist monster
  • Insect cloud monstertype that you cannot attack by normal melee attack

Items

  • Fan (blows away insects and ghosts)
  • Steampowered vacuum cleaner (sucks in insects and ghosts)
    • Instead of steam powered, it could be basically just a captured Eddie; when it breaks, the Eddy comes out...
  • Wand of unlocking / locking (closes unlocked and unlocks the closed doors)
  • Dwarven parachute
  • Rubber boots that boost electricy resistance
  • HUGE morningstar type weapon
  • weapons destroying walls? You can kick them...
  • Weapon tweaks
    • The stethoscope is a bit strong as a weapon
    • Gauntlets don't use unarmed skill (if they're wielded as weapons, maybe they shouldn't either)
    • Wielded gloves should affect unarmed skill and worn gauntlets should do extra damage

Four Mountains

  • By JKahvi
  • More here.

Later community development plans

These plans are a combination of current developers' plans and ideas by community.

SquashMonster's legendary thread

XXX

Individual developers

Done

  • holy hand grenade
  • Ghosts apperance could vary
    • Appearance saved when dying
    • Blue and small transparence
  • Should full helmets dampen sound
    • The less dense a material is, the better sound barrier it is
  • Shops shouldn't have locked doors without warning
    • when the shop is put into a room, change the locked doors next to it into unlocked ones

Scrapped

  • Another route to Attnam might be nice [SCRAPPED IDEA]
    • Not sure if it's necessary, as there already are alternate ways

Important links