Difference between revisions of "Development plans"
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== IvanCon plans == | == IvanCon plans == | ||
− | These plans were determined by | + | These plans were determined by J_Kahvi and the IVAN community at the first IvanCon: |
{| style="text-align: left; color: #ff8000; background-color: black; width: 95%;" | {| style="text-align: left; color: #ff8000; background-color: black; width: 95%;" | ||
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** finding spells only from the dreams | ** finding spells only from the dreams | ||
** dream world | ** dream world | ||
− | | | + | |- |
− | + | | style="color: #ffff00;"| | |
− | + | '''Dig up or down (Escaping up/downwards)''' | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''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 | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''Player classes''' | |
− | + | * Might not be needed | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''More comments to the code are needed''' | |
− | + | * Someone should write a guide to code files | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''There is a power chart for balancing weapons''' | |
− | + | * Accuracy, power, sturdiness | |
− | + | * Frequency of appearance is used to balance the power | |
− | + | * Add features -> play testing | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''Steppingstone material between meteorite steel adamantine''' | |
− | + | * The int requirement takes a huge leap | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''Every weapon class should have an artifact''' | |
− | + | * 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) | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''Trophy items and NPC's for people who contribute a lot to IVAN (there are plenty of examples already)''' | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''Different types of damage''' | |
− | + | * Slash, point, blunt, burn | |
− | + | * Variance between different weapons | |
− | + | * Works diffeerently on f.ex. armour | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''Ranged weapons would get more reasonable to have''' | |
− | + | * sling for blunt | |
− | + | * bow for point | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''Items and limbs made of f.ex. gas''' | |
− | + | * A weapon: "Fan" | |
− | + | * Steam powered Vacuum cleaner (effective against ghosts, insects, thrown items) | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''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? | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''A cloud of insects (fireflies, locusts?)''' | |
+ | * The catacombs could have lots of insects | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''You could have a conversation with the gods''' | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''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 | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''blood contains a lot of iron''' | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''Ghosts''' | ||
* Ghosts that disenchant items | * Ghosts that disenchant items | ||
* Ghost that eats anything in the way | * Ghost that eats anything in the way | ||
* Invisible chars leave invis. ghosts | * Invisible chars leave invis. ghosts | ||
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''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 | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''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 | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''Individual throwing accuracy for all items''' | |
− | + | |- | |
+ | | style="color: #ffff00;"| | ||
+ | '''Moods on the dungeon ("quite like underground weather")''' | ||
+ | * magical weather, tiring weather, hungering weather | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''Level dynamics''' | ||
* Too much mining would collapse the level above (Dwarf Fortress style) | * Too much mining would collapse the level above (Dwarf Fortress style) | ||
* generate not only the level you enter, but the ones next to it | * 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 | * The catacombs should have a different algorithm than the GC and UT | ||
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''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 | |
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''Insect clouds''' | ||
+ | * Insects could act as clouds that move randomly | ||
* Beehive that grows... O god! | * Beehive that grows... O god! | ||
** bug room | ** bug room | ||
** makes a nice practice thing | ** makes a nice practice thing | ||
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''Side dungeons that go sideways''' | |
+ | |} | ||
'''Monty Python''' | '''Monty Python''' |
Revision as of 06:27, 7 June 2018
Contents
Color key
Development color key | ||
Section |
Subsection |
Future goal |
Partially Done |
Done, Next Release |
Done, Released |
Development color key | ||
Section |
Subsection |
Future goal |
Partially Done |
Done, Next Release |
Done, Released |
(With apologies to Tarn and Zach Adams at Bay 12 Games)
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 J_Kahvi and the IVAN community at the first IvanCon:
IvanCon plans |
Player mood system with HUD graphics for facial expressions (like DooM) |
|
|
Male and female chars are different |
Sex |
Magic system |
|
Sleep |
|
Dig up or down (Escaping up/downwards) |
A new quest
|
Player classes
|
More comments to the code are needed
|
There is a power chart for balancing weapons
|
Steppingstone material between meteorite steel adamantine
|
Every weapon class should have an artifact
|
Trophy items and NPC's for people who contribute a lot to IVAN (there are plenty of examples already) |
Different types of damage
|
Ranged weapons would get more reasonable to have
|
Items and limbs made of f.ex. gas
|
Monsters could be put into items
|
A cloud of insects (fireflies, locusts?)
|
You could have a conversation with the gods |
Ighalli's god system
|
blood contains a lot of iron |
Ghosts
|
Chaostroms Zombie torso riddance idea
|
Convert all graphics to 32x32 (J_Kahvi could probably do it)
|
Individual throwing accuracy for all items |
Moods on the dungeon ("quite like underground weather")
|
Level dynamics
|
Spreading fire which generates smoke
|
Insect clouds
|
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