Difference between revisions of "Development plans"
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'''A new quest''' | '''A new quest''' | ||
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* Retrieve a hammer from the catacombs | * Retrieve a hammer from the catacombs | ||
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'''Player classes''' | '''Player classes''' | ||
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* Might not be needed | * Might not be needed | ||
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'''More comments to the code are needed''' | '''More comments to the code are needed''' | ||
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* Someone should write a guide to code files | * Someone should write a guide to code files | ||
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'''There is a power chart for balancing weapons''' | '''There is a power chart for balancing weapons''' | ||
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* Accuracy, power, sturdiness | * Accuracy, power, sturdiness | ||
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'''Steppingstone material between meteorite steel adamantine''' | '''Steppingstone material between meteorite steel adamantine''' | ||
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* The int requirement takes a huge leap | * The int requirement takes a huge leap | ||
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'''Every weapon class should have an artifact''' | '''Every weapon class should have an artifact''' | ||
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* More special items would be nice too (f.ex. flaming sword) | * More special items would be nice too (f.ex. flaming sword) | ||
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'''Different types of damage''' | '''Different types of damage''' | ||
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* Slash, point, blunt, burn | * Slash, point, blunt, burn | ||
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'''Ranged weapons would get more reasonable to have''' | '''Ranged weapons would get more reasonable to have''' | ||
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* sling for blunt | * sling for blunt | ||
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'''Items and limbs made of f.ex. gas''' | '''Items and limbs made of f.ex. gas''' | ||
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* A weapon: "Fan" | * A weapon: "Fan" | ||
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'''Monsters could be put into items ''' | '''Monsters could be put into items ''' | ||
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* Iron maiden, Cage traps | * Iron maiden, Cage traps | ||
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'''A cloud of insects (fireflies, locusts?)''' | '''A cloud of insects (fireflies, locusts?)''' | ||
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* The catacombs could have lots of insects | * The catacombs could have lots of insects | ||
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'''Ighalli's god system''' | '''Ighalli's god system''' | ||
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* effects should be balanced somehow, so that better effects need better relations | * effects should be balanced somehow, so that better effects need better relations | ||
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'''Chaostroms Zombie torso riddance idea''' | '''Chaostroms Zombie torso riddance idea''' | ||
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* Limit the torso animation rate to third or quarter of what it is now | * Limit the torso animation rate to third or quarter of what it is now | ||
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'''Convert all graphics to 32x32 (J_Kahvi could probably do it)''' | '''Convert all graphics to 32x32 (J_Kahvi could probably do it)''' | ||
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* Opens possibilities to f.ex. turning into a big monster?? | * Opens possibilities to f.ex. turning into a big monster?? | ||
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'''Moods on the dungeon ("quite like underground weather")''' | '''Moods on the dungeon ("quite like underground weather")''' | ||
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* magical weather, tiring weather, hungering weather | * magical weather, tiring weather, hungering weather | ||
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'''Level dynamics''' | '''Level dynamics''' | ||
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* Too much mining would collapse the level above (Dwarf Fortress style) | * Too much mining would collapse the level above (Dwarf Fortress style) | ||
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'''Spreading fire which generates smoke''' | '''Spreading fire which generates smoke''' | ||
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* Smoke clouds should have a intensity modifier | * Smoke clouds should have a intensity modifier | ||
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'''Insect clouds''' | '''Insect clouds''' | ||
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* Insects could act as clouds that move randomly | * Insects could act as clouds that move randomly | ||
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'''Side dungeons that go sideways''' | '''Side dungeons that go sideways''' | ||
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Revision as of 06:39, 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) | |
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Male and female chars are different | |
Sex | |
Magic system | |
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Sleep | |
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Dig up or down (Escaping up/downwards) | |
A new quest | |
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Player classes | |
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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