Difference between pages "Development plans" and "Weapon"

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= Color key =
+
{{safe}}
  
{| style="text-align: center; color: white; background-color: black; width: 60%;"
 
| colspan="3" | '''Development color key'''
 
|-
 
| style="width: 33%; color: #ff8000; background-color: #000000;"|
 
'''Section'''
 
| style="width: 33%; color: #ffff00; background-color: #000000;"|
 
'''Subsection'''
 
| style="width: 33%; color: #ffffff; background-color: #000000;"|
 
Future goal
 
|-
 
| style="width: 33%; color: #ff00ff; background-color: #000000;"|
 
Partially Done
 
| style="width: 33%; color: #56a6ff; background-color: #000000;"|
 
Done, Next Release
 
| style="width: 33%; color: #64ff64; background-color: #000000;"|
 
Done, Released
 
|}
 
  
{| class="wikitable" style="color: black; background-color: #ffffff; width: 60%;" cellpadding="10"
+
[[Character|You]] are sent on a dangerous quest to traverse the desolate [[Underwater Tunnel]] filled with deadly [[monsters]] all alone - you ''will'' need a weapon if you want to survive.
| colspan="3" | '''Development color key'''
 
|-
 
| style="width: 33%; background-color: #ffcc99;"|
 
Section
 
| style="width: 33%; background-color: #ffffcc;"|
 
Subsection
 
| style="width: 33%; background-color: white;"|
 
Future goal
 
|-
 
| style="width: 33%; background-color: #ffc0ff;"|
 
Partially Done
 
| style="width: 33%; background-color: #cedff2;"|
 
Done, Next Release
 
| style="width: 33%; background-color: #c0ffc0;"|
 
Done, Released
 
|}
 
  
(With apologies to Tarn and Zach Adams at Bay 12 Games)
+
You can see the extended statistics of all weapons in your inventory screen:
  
= Canonical development plans =
+
an adamantine short sword covered in blood +6 [1000g, DAM 9-16, extremely accurate, almost unbreakable, skill 16/0]
  
These have been recovered from the original developers' planning files.
+
This tells you many things about the weapon:
  
=== Cities and Dungeons ===
+
* its [[Materials|material]] is [[adamantine]],
* [[Proposed cities]]
 
* [[Proposed worlds]]
 
  
=== Monsters ===
+
* it is covered in [[blood]], which doesn't do much, but weapons covered eg. in [[poison]] can be quite useful indeed,
* [[Proposed monsters]]
 
  
=== Subsystems ===
+
* it is [[Scrolls|enchanted]] up to +6,
* Mounts
 
  
== Version Requirements ==
+
* it [[Encumbrance|weights]] 1000 grams (take it, [https://en.wikipedia.org/wiki/Imperial_units imperialists]),
  
Minimum requirements per 0.01 release increment.
+
* it has the given damage range,
  
Every version must henceforth include one new feature from every one of these categories:
+
* it is very accurate, hitting more often,
  
* fountain effects
+
* it is very durable, breaking much less likely,
* banana jokes
 
* special monsters
 
* special items
 
* special materials
 
* Monty Python jokes
 
* insults
 
* diseases
 
  
Every other version is ok for these:
+
* your [[Skills|skill]] with the weapon category is 16, while your hand accustomization skill is 0.
* traps
 
* states other than diseases
 
  
(source: CVS doc/Work/Version Requirements)
+
The accuracy ratings go as follows:
 +
unbelievably inaccurate
 +
extremely inaccurate
 +
inaccurate
 +
decently accurate
 +
accurate
 +
highly accurate
 +
extremely accurate
 +
unbelievably accurate
  
= Pro-canonical plans =
+
The durability ratings then are as follows:
 +
fragile
 +
rather sturdy
 +
sturdy
 +
strong
 +
very strong
 +
extremely strong
 +
almost unbreakable
  
Canonical plans suggested after the departure of the original devs.
+
== Types of Weapons ==
  
== IvanCon plans ==
+
* [[Axes]]
 +
* [[Blunt weapons]]
 +
* [[Unarmed Combat|Fist weapons]]
 +
* [[Large swords]]
 +
* [[Polearms]]
 +
* [[Small swords]]
 +
* [[Whips]]
  
These plans were determined by J_Kahvi and the IVAN community at the first IvanCon:
+
All other items wielded as a weapon use the Uncategorized Weapons skill.
  
{| style="text-align: left; color: #ff8000; background-color: black; width: 95%;"
+
=== Magical Weapons ===
| colspan="1" | ''' IvanCon plans '''
 
|-
 
| style="color: #ffff00;"|
 
'''Player mood system with HUD graphics for facial expressions (like DooM)'''
 
|-
 
| style="color: #ff00ff;"|
 
* Graphics are ready (Ernomouse has them)
 
|-
 
| style="color: white;"|
 
* Various levels of panic (morale paniced <-> psycho)
 
* Berzerk mood
 
* Animated face of the player
 
* when high on mushroom, new face
 
* One for every mood
 
|-
 
| style="color: #ffff00;"|
 
'''Male and female chars are different'''
 
|-
 
| style="color: #ffff00;"|
 
'''Sex'''
 
|-
 
| style="color: #ffff00;"|
 
'''Magic system'''
 
|-
 
| style="color: white;"|
 
* 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?)
 
|-
 
| style="color: #ffff00;"|
 
'''Sleep'''
 
|-
 
| style="color: white;"|
 
* 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
 
|-
 
| 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
 
* Ghost that eats anything in the way
 
* 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)
 
* 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
 
|-
 
| 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!
 
** bug room
 
** makes a nice practice thing
 
|-
 
| style="color: #ffff00;"|
 
'''Side dungeons that go sideways'''
 
|}
 
  
'''Monty Python'''
+
These weapons have magical qualities that make them quite desirable and powerful.
* 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'''
+
* [[Axe of sharpness]]
* Tower dungeon
+
* [[Banshee sickle]]
** very open levels
+
* [[Chilling axe]]
** wind, going against the wind would be taxing or slowing
+
* [[Dagger of venom]]
** illusions of f.ex. floor tiles
+
* [[Dark axe]]
** you should be able to escape the tower by jumping outside
+
* [[Flaming sword]]
** if the player walks on a floor made of air then he will fall down a level, until he hits something solid
+
* [[Rune sword]]
** Damage based on falling distance
+
* [[Scythe of oxidation]]
** can't progress backwards
+
* [[Scythe of terror]]
** wind blow would affect large and unencumbered creatures more
+
* [[Staff of wondrous smells]]
** if you jump or fly, you'd automatically get blown a certain amount with the wind
+
* [[Taiaha]]
** this way small creatures could find secret dungeons
+
* [[Thunder hammer]]
** tower made of balsa
+
* [[Weeping blade]]
** if the player weighs too much, the floor breaks
+
* [[Whips|Whip of thievery]]
** For a cloack you could wear a Dwarven parachute, which radically decreases falling damage
+
* [[Whips|Chameleon whip]]
  
* Small alien side dungeon
+
=== Artifact Weapons ===
** Based on the frenchmen's alien mod
 
  
* Astral projection dungeon
+
* [[Eptyron]]
** only accessible as a ghost
+
* [[Gleipnir]]
** astral projections could carry only one item
+
* [[Gorovits family hammer]]
** only one revard could be brought outside, in case the side quest would be accessible only once
+
* [[Gorovits family scimitar]]
** wizard hiding from something in an astral plane
+
* [[Gorovits family sickle]]
** his body is f.ex. suspended into a nearby statue
+
* [[Grand stollen knife of Attnam]]
** constantly exploding level as the entrance
+
* [[Holy Banana of Oily Orpiv]]
** explosions triggering every moment
+
* [[Justifier]]
** ghosts could be immune to explosions
+
* [[Lost ruby flaming sword of Xinroch]]
** ghosts could move between levels without stairs (see digging up and down)
+
* [[Mjolak]]
 +
* [[Neerc Se-ulb]]
 +
* [[Pick-axe of Kharaz-arad]]
 +
* [[Saal'Thul]]
 +
* [[Turox]]
 +
* [[Vermis]]
 +
* [[Y'yter Durr]]
  
* Midget dungeon
+
[[Category:Items]]
 
+
[[Category:Weapons]]
'''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 Azba]]
 
* [[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 =
 
 
 
* [[Ideas|Wiki page for ideas]]
 
* [https://attnam.com/topics/Ideas General ideas thread]
 
 
 
[[Category:Development]]
 

Revision as of 10:52, 30 October 2019

Spoiler Free: This page is spoiler free. Links from this page do not necessarily share this guarantee.


You are sent on a dangerous quest to traverse the desolate Underwater Tunnel filled with deadly monsters all alone - you will need a weapon if you want to survive.

You can see the extended statistics of all weapons in your inventory screen:

an adamantine short sword covered in blood +6 [1000g, DAM 9-16, extremely accurate, almost unbreakable, skill 16/0]

This tells you many things about the weapon:

  • it is covered in blood, which doesn't do much, but weapons covered eg. in poison can be quite useful indeed,
  • it has the given damage range,
  • it is very accurate, hitting more often,
  • it is very durable, breaking much less likely,
  • your skill with the weapon category is 16, while your hand accustomization skill is 0.

The accuracy ratings go as follows:

unbelievably inaccurate
extremely inaccurate
inaccurate
decently accurate
accurate
highly accurate
extremely accurate
unbelievably accurate

The durability ratings then are as follows:

fragile
rather sturdy
sturdy
strong
very strong
extremely strong
almost unbreakable

Types of Weapons

All other items wielded as a weapon use the Uncategorized Weapons skill.

Magical Weapons

These weapons have magical qualities that make them quite desirable and powerful.

Artifact Weapons