Difference between pages "Development plans" and "Ideas"

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==General==
  
= Canonical development plans =
+
*[[http://nethack.wikia.com/wiki/Eating_jewelry Jewelry eating]] - using either SoCM or polymorph
  
These have been recovered from the original developers' planning files.
+
*"Dousing" or "dumping" of liquids/materials in cans and bottles, for when you want to heal a follower with healing liquid or troll blood, splash a hostile with acid or poison, or just empty a bottle or can.  
  
=== Cities and Dungeons ===
+
*A keyboard command that lets you use a special ability. The key command would be used for monsters powers... So if you were polymorphed into a necromancer you could raise skeletons. If you were an enner beast you could scream. Etc...
* [[Proposed cities]]
 
* [[Proposed worlds]]
 
  
=== Monsters ===
+
*It's annoying not to be able to rest when panicked. You should be able to rest while panicked if you find a corner or dead end to hide in.
* [[Proposed monsters]]
 
  
=== Subsystems ===
+
*Kiwis from carnivorous plants should grow up to be carnivorous plants when dropped.
* Mounts
 
  
== Version Requirements ==
+
*You should be able to whip slaves. That disable his panic state.
  
Minimum requirements per 0.01 release increment.
+
*A special level with ants running from stairs up to stairs down. They should apply swarming techinques.
  
Every version must henceforth include one new feature from every one of these categories:
+
*Athaburk's Teleport shop A few items in stock and new are teleported to the place when purchases are made.
  
* fountain effects
+
*Corpses leaving bones after being eaten/rotting away
* banana jokes
 
* special monsters
 
* special items
 
* special materials
 
* Monty Python jokes
 
* insults
 
* diseases
 
  
Every other version is ok for these:
+
*Canning lumps of food, making items from lumps of material, or other uses for those random "lumps".
* traps
 
* states other than diseases
 
  
(source: CVS doc/Work/Version Requirements)
+
*Dragon lairs in the wilderness: rare, two-level cavernous dungeons with a 2x2 or 3x3 powerful dragon and lots of treasure on the second level
  
= Pro-canonical plans =
+
*More repair shops in Attnam: carpenter, mason, jeweler. Possibly repair shops could sell some quality items of their type, e.g. ruby spears at the jeweler, etc.
  
Canonical plans suggested after the departure of the original devs.
+
*Appearance: a hidden stat (or two) that affects how monsters and people react to you, modified by your equipment and liquids splashed on you. (Bloody people tend to be scary when you're in a dark dungeon.) More details on page 1 of the Ideas thread.  
  
== IvanCon plans ==
+
*A special location for the Gods, wherein if you're in high enough standing with them, you can go and have a cup of tea with a bunch of angels and stuff. Or blood, or Divine Manna, or whatever.
  
These plans were determined by the J_Kahvi and the IVAN community at the first IvanCon:
+
*Applying weapons in directions, to smash open a locked chest or break down a pesky door or wall. At least, using pickaxes in this way...
  
 +
*Weapon skills determine a "title." For example, being heavily skilled in small blades could give you the title of "Blademaster" and my theory for the skill progression with axes would be this: woodcutter, lumberjack, lorax whacker, paul bunyan. (Idea borrowed from the Half-Life mod Master Sword)
  
* Player mood system with HUD graphics for facial expressions (like DooM)
+
*Allow custom text-triggered sound scripting likened to ADOMBOT. Include in the base package a set of rudimentary sound effects like the more recent Angband variations, with an existing sound.cfg file to allow users to use whatever custom sound effects they want; they just need to place the files in the sound folder and edit the sound.cfg. The script could look something like:
** Graphics are ready (Ernomouse has them)
+
  "You have hit" [hit1.wav, hit2.wav, hit3.wav] and variables can be included, "Your * * is severed off!" [humanseverpain1.wav, humanseverpain2.wav, humanseverpain3.wav].
** 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
+
*The player should be able to use the chat command to talk to people on the other side of a window.
* Sex
 
  
 +
*The idea of pressure-based mines is a good one - instead of having them detonate automatically, the player should be safe so long as he or she stands on the mine.
 +
** Each mine should be assigned a certain weight tolerance. After it has been stepped on, a mine should detonate the very moment the pressure < weight tolerance - a clever or desperate player might be able to drop most of their items, and I say most in the interest of balance and challenge, to avert the explosion. If for any reason an item is removed from the mine causing the pressure to be less than the ideal weigh tolerance, the mine should explode.
  
'''Magic system'''
+
*The ability to apple normal axes - they would be effective at cutting doors, chests, trees and other wooden objects (dependent on strength).
** 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)
+
*The ability to apply hammers - they could break items on the floor and work like a kick.
** 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?
+
** If you apply the hammer, following the prevoius suggestion, to a diamond or gem, you could get a powder that, when dipped into water, would make a liquid of some sort. When drunk, this would cause massive internal bleeding (this method of suicide is still popular in India and parts of Pakistan).
* 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'''
+
*If you throw a bottle of water at an npc, or get covered by the water yourself, lightning and electrical attacks should do a little bit more damage.
* 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
 
  
 +
*Your hit points ought to be influenced by the strength stat of your limbs, not just by the endurance stat, or the type of material for artificial limbs. I'd imagine that huge bulks of muscle would harder to dissect than some macaroni limbs. Also, maybe torso could get a few extra hit points from really stout arms and similarly your groin could benefit from those tree trunk legs you've been working for.
  
* Dig up or down (Escaping up/downwards)
+
*Puppy, wolve, jackal... should be attracted by blood
  
* A new quest
+
*Dogs grow into war dogs, and breed like mutant rabbits. Kenny could become pack leader instead of lunch.
** 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
+
*Make a bank that you can use... and rob!!!
** Might not be needed
 
  
* More comments to the code are needed
+
*How about footprints appearing on the floor if you walk around while your boots are adequately smeared in various fluids, like blood or acid. The stuff you walk on should also stick to yuor feet and boots. For expample stomping on a kobold carcass should reward you with hardened leather boots covered in blood.
** Someone should write a guide to code files
 
  
* There is a power chart for balancing weapons
+
*How about applying scroll of harden material on your limbs. If then your Int > Str, or something, you could get +1 str.
** Accuracy, power, sturdiness
 
** Frequency of appearance is used to balance the power
 
** Add features -> play testing
 
  
* Steppingstone material between meteorite steel adamantine
+
*Ommel vomit: Hoping for +2 Endurance +2 Charisma +2 Strength, you drink it... and you die a few turns later, unless you have a very high grade acid resistance. Muahahaha... -By Z
** The int requirement takes a huge leap
 
  
* Every weapon class should have an artifact
+
*Additional appearances for the character (And the NPCs, maybe) at startup, like different hairdos, or beards.
** 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)
 
  
* Trophy items and NPC's for people who contribute a lot to IVAN (there are plenty of examples already)
+
==Items==
  
* Different types of damage
+
*New ring enchantments: "Vigor" (unlimited stamina), "Calmness" (cannot be panicked), and "Steadfast" (cannot be pushed back). Possibly merge these into a "Ring of the Statue", as individually they probably would not warrant use.  
** Slash, point, blunt, burn
 
** Variance between different weapons
 
** Works diffeerently on f.ex. armour
 
  
* Ranged weapons would get more reasonable to have
+
*Pay phones. Probably some ideas needed on WHAT you could use them for. Naturally they would use a quantum magic displacement effect that happens between too violet crystals that have been cut in two. (Maybe you could call someone for science talk, possibly rigged to talk to the smartest/wisest person you can science talk with?)
** sling for blunt
 
** bow for point
 
  
* Items and limbs made of f.ex. gas
+
*There should be some ranged weapons other than thrown ones, such as bows and arrows, slings and stones, or darts and atlatls.
** A weapon: "Fan"
 
** Steam powered Vacuum cleaner (effective against ghosts, insects, thrown items)
 
  
* Monsters could be put into items
+
*Ice Stones, the objects Ice Golems drop when they die, should melt over time and turn into water; one should be able to place an ice stone, possibly with the dip command, into an empty bottle or can, and after a certain amount of turns, it should become water.
** 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?)
+
*Wand of Sleep. Amount of time spent asleep depends on intelligence. If broken, it knocks you and everyone around you unconscious.
** The catacombs could have lots of insects
 
  
* You could have a conversation with the gods
+
==Subsystems==
  
* Ighalli's god system
+
* A more detailed nutrition system
** effects should be balanced somehow, so that better effects need better relations
+
** Divide the Nutrition Points to different categories maybe? (Carbohydrates, fats, proteins and vitamins.)
** bad effects
+
** (Possibly similar to the "nutrition" features in the Playstation game Ehrgeiz)
** god requesting an offer for some favours
+
** Unbalanced diet could lead to slower regeneration of HP and stamina.
** lifestyle choises could effect god relations
 
  
* blood contains a lot of iron
+
* Nonhuman limb system
 +
** Perhaps the possibility for multiple limbs on non-human NPCs could be programmed in - it may be difficult to achieve, but it would make creatures like hydras with multiple and functioning heads be an interesting possibility. As well as octopus like tentacled creatures.
  
* Ghosts that disenchant items
+
* Spell system
* Ghost that eats anything in the way
+
** Books to learn spells
* Invisible chars leave invis. ghosts
 
  
* Chaostroms Zombie torso riddance idea
+
* Butchering
** Limit the torso animation rate to third or quarter of what it is now
+
** Could yield lumps of flesh, plus any applicable material (eg. nymph hair and nymph flesh from butchered nymph).
** 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)
+
* Called shots
** Opens possibilities to f.ex. turning into a big monster??
+
** By holding down the alt button in combination from an number on the number pad, it would be nice for the player to be able to target specific areas of an enemy's body. Holding down alt + 8 would target the head, alt + 7 would be left/right foreleg/arm, et cetera. Naturally, the player shouldn't automatically be able to hit the area - make each specific area specifically more difficult to hit than the torso, noticeably so. Then, perhaps on top of it, a 50% chance of hitting another area by accident.
** 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
+
*Temperature
 +
** It could determine your ability to act i.e. attack,move... low temperature could cause some sickness which could cause death and high temperatures something similiar. It could also affect some items like food,potions,corpses... food will last longer on low temp. and rot faster at high temp. Also spilling some cool (low temp.) liquids on object would result in decrease of temp.
  
* Moods on the dungeon ("quite like underground weather")
+
* Overworld weather
** magical weather, tiring weather, hungering weather
+
** Maybe the existence of wands that are capable of changing the weather would also be a nice change - a wand of rain, a wand of snow, or whatever, so that you can conveniently wash off any vomit, acid or fluids that you don't really want bothering you. If weather doesn't already do it, program it in so that it does.
  
* Too much mining would collapse the level above (Dwarf Fortress style)
+
==Interface==
* 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
+
*Search for stairs up and down for look mode
** Smoke clouds should have a intensity modifier
+
*when your going (with g) the hero should follow tunnels when they turn
** 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
+
==Done==
  
 
+
*There should be xmas lights in attnam when it's xmas.  
'''Monty Python'''
+
*Some [[antidote liquid]] in the inventory of priests
* llamas
+
*Things should catch on fire -- especially if you're using a burning sword or a wand of fireballs in a wooden room.  
* 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 [http://wiki.moq.fi/index.php?title=Main_Page 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 ==
 
 
 
* [[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 =
 
 
 
* [https://attnam.com/topics/Ideas General ideas thread]
 
  
 
[[Category:Development]]
 
[[Category:Development]]

Revision as of 13:14, 23 October 2017

General

  • "Dousing" or "dumping" of liquids/materials in cans and bottles, for when you want to heal a follower with healing liquid or troll blood, splash a hostile with acid or poison, or just empty a bottle or can.
  • A keyboard command that lets you use a special ability. The key command would be used for monsters powers... So if you were polymorphed into a necromancer you could raise skeletons. If you were an enner beast you could scream. Etc...
  • It's annoying not to be able to rest when panicked. You should be able to rest while panicked if you find a corner or dead end to hide in.
  • Kiwis from carnivorous plants should grow up to be carnivorous plants when dropped.
  • You should be able to whip slaves. That disable his panic state.
  • A special level with ants running from stairs up to stairs down. They should apply swarming techinques.
  • Athaburk's Teleport shop A few items in stock and new are teleported to the place when purchases are made.
  • Corpses leaving bones after being eaten/rotting away
  • Canning lumps of food, making items from lumps of material, or other uses for those random "lumps".
  • Dragon lairs in the wilderness: rare, two-level cavernous dungeons with a 2x2 or 3x3 powerful dragon and lots of treasure on the second level
  • More repair shops in Attnam: carpenter, mason, jeweler. Possibly repair shops could sell some quality items of their type, e.g. ruby spears at the jeweler, etc.
  • Appearance: a hidden stat (or two) that affects how monsters and people react to you, modified by your equipment and liquids splashed on you. (Bloody people tend to be scary when you're in a dark dungeon.) More details on page 1 of the Ideas thread.
  • A special location for the Gods, wherein if you're in high enough standing with them, you can go and have a cup of tea with a bunch of angels and stuff. Or blood, or Divine Manna, or whatever.
  • Applying weapons in directions, to smash open a locked chest or break down a pesky door or wall. At least, using pickaxes in this way...
  • Weapon skills determine a "title." For example, being heavily skilled in small blades could give you the title of "Blademaster" and my theory for the skill progression with axes would be this: woodcutter, lumberjack, lorax whacker, paul bunyan. (Idea borrowed from the Half-Life mod Master Sword)
  • Allow custom text-triggered sound scripting likened to ADOMBOT. Include in the base package a set of rudimentary sound effects like the more recent Angband variations, with an existing sound.cfg file to allow users to use whatever custom sound effects they want; they just need to place the files in the sound folder and edit the sound.cfg. The script could look something like:
 "You have hit" [hit1.wav, hit2.wav, hit3.wav] and variables can be included, "Your * * is severed off!" [humanseverpain1.wav, humanseverpain2.wav, humanseverpain3.wav].
  • The player should be able to use the chat command to talk to people on the other side of a window.
  • The idea of pressure-based mines is a good one - instead of having them detonate automatically, the player should be safe so long as he or she stands on the mine.
    • Each mine should be assigned a certain weight tolerance. After it has been stepped on, a mine should detonate the very moment the pressure < weight tolerance - a clever or desperate player might be able to drop most of their items, and I say most in the interest of balance and challenge, to avert the explosion. If for any reason an item is removed from the mine causing the pressure to be less than the ideal weigh tolerance, the mine should explode.
  • The ability to apple normal axes - they would be effective at cutting doors, chests, trees and other wooden objects (dependent on strength).
  • The ability to apply hammers - they could break items on the floor and work like a kick.
    • If you apply the hammer, following the prevoius suggestion, to a diamond or gem, you could get a powder that, when dipped into water, would make a liquid of some sort. When drunk, this would cause massive internal bleeding (this method of suicide is still popular in India and parts of Pakistan).
  • If you throw a bottle of water at an npc, or get covered by the water yourself, lightning and electrical attacks should do a little bit more damage.
  • Your hit points ought to be influenced by the strength stat of your limbs, not just by the endurance stat, or the type of material for artificial limbs. I'd imagine that huge bulks of muscle would harder to dissect than some macaroni limbs. Also, maybe torso could get a few extra hit points from really stout arms and similarly your groin could benefit from those tree trunk legs you've been working for.
  • Puppy, wolve, jackal... should be attracted by blood
  • Dogs grow into war dogs, and breed like mutant rabbits. Kenny could become pack leader instead of lunch.
  • Make a bank that you can use... and rob!!!
  • How about footprints appearing on the floor if you walk around while your boots are adequately smeared in various fluids, like blood or acid. The stuff you walk on should also stick to yuor feet and boots. For expample stomping on a kobold carcass should reward you with hardened leather boots covered in blood.
  • How about applying scroll of harden material on your limbs. If then your Int > Str, or something, you could get +1 str.
  • Ommel vomit: Hoping for +2 Endurance +2 Charisma +2 Strength, you drink it... and you die a few turns later, unless you have a very high grade acid resistance. Muahahaha... -By Z
  • Additional appearances for the character (And the NPCs, maybe) at startup, like different hairdos, or beards.

Items

  • New ring enchantments: "Vigor" (unlimited stamina), "Calmness" (cannot be panicked), and "Steadfast" (cannot be pushed back). Possibly merge these into a "Ring of the Statue", as individually they probably would not warrant use.
  • Pay phones. Probably some ideas needed on WHAT you could use them for. Naturally they would use a quantum magic displacement effect that happens between too violet crystals that have been cut in two. (Maybe you could call someone for science talk, possibly rigged to talk to the smartest/wisest person you can science talk with?)
  • There should be some ranged weapons other than thrown ones, such as bows and arrows, slings and stones, or darts and atlatls.
  • Ice Stones, the objects Ice Golems drop when they die, should melt over time and turn into water; one should be able to place an ice stone, possibly with the dip command, into an empty bottle or can, and after a certain amount of turns, it should become water.
  • Wand of Sleep. Amount of time spent asleep depends on intelligence. If broken, it knocks you and everyone around you unconscious.

Subsystems

  • A more detailed nutrition system
    • Divide the Nutrition Points to different categories maybe? (Carbohydrates, fats, proteins and vitamins.)
    • (Possibly similar to the "nutrition" features in the Playstation game Ehrgeiz)
    • Unbalanced diet could lead to slower regeneration of HP and stamina.
  • Nonhuman limb system
    • Perhaps the possibility for multiple limbs on non-human NPCs could be programmed in - it may be difficult to achieve, but it would make creatures like hydras with multiple and functioning heads be an interesting possibility. As well as octopus like tentacled creatures.
  • Spell system
    • Books to learn spells
  • Butchering
    • Could yield lumps of flesh, plus any applicable material (eg. nymph hair and nymph flesh from butchered nymph).
  • Called shots
    • By holding down the alt button in combination from an number on the number pad, it would be nice for the player to be able to target specific areas of an enemy's body. Holding down alt + 8 would target the head, alt + 7 would be left/right foreleg/arm, et cetera. Naturally, the player shouldn't automatically be able to hit the area - make each specific area specifically more difficult to hit than the torso, noticeably so. Then, perhaps on top of it, a 50% chance of hitting another area by accident.
  • Temperature
    • It could determine your ability to act i.e. attack,move... low temperature could cause some sickness which could cause death and high temperatures something similiar. It could also affect some items like food,potions,corpses... food will last longer on low temp. and rot faster at high temp. Also spilling some cool (low temp.) liquids on object would result in decrease of temp.
  • Overworld weather
    • Maybe the existence of wands that are capable of changing the weather would also be a nice change - a wand of rain, a wand of snow, or whatever, so that you can conveniently wash off any vomit, acid or fluids that you don't really want bothering you. If weather doesn't already do it, program it in so that it does.

Interface

  • Search for stairs up and down for look mode
  • when your going (with g) the hero should follow tunnels when they turn

Done

  • There should be xmas lights in attnam when it's xmas.
  • Some antidote liquid in the inventory of priests
  • Things should catch on fire -- especially if you're using a burning sword or a wand of fireballs in a wooden room.