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− | = Color key =
| + | {{safe}} |
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− | {| style="text-align: center; color: white; background-color: black; width: 60%;"
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− | | colspan="3" | '''Development color key'''
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− | |-
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− | | style="width: 33%; color: #ff8000; background-color: #000000;"|
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− | '''Section'''
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− | | style="width: 33%; color: #ffff00; background-color: #000000;"|
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− | '''Subsection'''
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− | | style="width: 33%; color: #ffffff; background-color: #000000;"|
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− | Future goal
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− | |-
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− | | style="width: 33%; color: #ff00ff; background-color: #000000;"|
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− | Partially Done
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− | | style="width: 33%; color: #56a6ff; background-color: #000000;"|
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− | Done, Next Release
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− | | style="width: 33%; color: #64ff64; background-color: #000000;"|
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− | Done, Released
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− | |}
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− | {| 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'''
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− | |-
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− | | style="width: 33%; background-color: #ffcc99;"|
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− | Section
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− | | style="width: 33%; background-color: #ffffcc;"|
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− | Subsection
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− | | style="width: 33%; background-color: white;"|
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− | Future goal
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− | |-
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− | | style="width: 33%; background-color: #ffc0ff;"|
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− | Partially Done
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− | | style="width: 33%; background-color: #cedff2;"|
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− | Done, Next Release
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− | | style="width: 33%; background-color: #c0ffc0;"|
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− | Done, Released
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− | |}
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| | | |
− | (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]]
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| | | |
− | === 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
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− | * special monsters
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− | * special items
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− | * special materials
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− | * Monty Python jokes
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− | * insults
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− | * diseases
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| | | |
− | Every other version is ok for these:
| + | * your [[Skills|skill]] with the weapon category is 16, while your hand accustomization skill is 0. |
− | * traps
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− | * states other than diseases
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| | | |
− | (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 '''
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Player mood system with HUD graphics for facial expressions (like DooM)'''
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− | |-
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− | | style="color: #ff00ff;"|
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− | * Graphics are ready (Ernomouse has them)
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− | |-
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− | | style="color: white;"|
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− | * Various levels of panic (morale paniced <-> psycho)
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− | * Berzerk mood
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− | * Animated face of the player
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− | * when high on mushroom, new face
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− | * One for every mood
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Male and female chars are different'''
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Sex'''
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Magic system'''
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− | |-
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− | | style="color: white;"|
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− | * ESP/telekinesis kind, no fireballs and other cliches (ex. lift a sword and use it to attack)
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− | * Shouldn't be based on Mana (something else than mana-point based system)
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− | * 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?
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− | * ghost items
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− | * amulet of astral projection
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− | ** magical mushroom gas could result in Astral projection
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− | * if mana drops low, it'd cause bizarre things
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− | * eaten items could enhance spells (Nethack?)
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Sleep'''
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− | |-
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− | | style="color: white;"|
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− | * the player will have to sleep
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− | * dreams
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− | ** the player could gain things from dreams
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− | ** affect food burning rate; Affect stats; Affect item spawning rate
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− | ** finding spells only from the dreams
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− | ** dream world
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Dig up or down (Escaping up/downwards)'''
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− | |-
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− | | style="color: #ffff00;"|
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− | '''A new quest'''
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− | * Retrieve a hammer from the catacombs
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− | * Smith gives you a key to petruses wives
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− | * Sex with one of them -> pregnancy (3 days?); What if you're female?
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− | * Sacrifice the child and become Valpuri's champ
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− | * If groin gets scarred a lot, you might get infertile (Magical way of restoring fertility)
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− | * Probably Petruses children could be sacrificed instead, as a harder guest
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Player classes'''
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− | * Might not be needed
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− | |-
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− | | style="color: #ffff00;"|
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− | '''More comments to the code are needed'''
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− | * Someone should write a guide to code files
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− | |-
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− | | style="color: #ffff00;"|
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− | '''There is a power chart for balancing weapons'''
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− | * Accuracy, power, sturdiness
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− | * Frequency of appearance is used to balance the power
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− | * Add features -> play testing
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Steppingstone material between meteorite steel adamantine'''
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− | * The int requirement takes a huge leap
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Every weapon class should have an artifact'''
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− | * More special items would be nice too (f.ex. flaming sword)
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− | * '''WIP''' --[[User:Red kangaroo|Red kangaroo]] ([[User talk:Red kangaroo|talk]]) 17:13, 18 October 2017 (UTC)
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Trophy items and NPC's for people who contribute a lot to IVAN (there are plenty of examples already)'''
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Different types of damage'''
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− | * Slash, point, blunt, burn
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− | * Variance between different weapons
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− | * Works diffeerently on f.ex. armour
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Ranged weapons would get more reasonable to have'''
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− | * sling for blunt
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− | * bow for point
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Items and limbs made of f.ex. gas'''
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− | * A weapon: "Fan"
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− | * Steam powered Vacuum cleaner (effective against ghosts, insects, thrown items)
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Monsters could be put into items '''
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− | * Iron maiden, Cage traps
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− | * The problem is to make the charachter disappear
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− | * Could be handled as f.ex. traps?
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− | |-
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− | | style="color: #ffff00;"|
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− | '''A cloud of insects (fireflies, locusts?)'''
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− | * The catacombs could have lots of insects
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− | |-
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− | | style="color: #ffff00;"|
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− | '''You could have a conversation with the gods'''
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Ighalli's god system'''
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− | * effects should be balanced somehow, so that better effects need better relations
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− | * bad effects
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− | * god requesting an offer for some favours
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− | * lifestyle choises could effect god relations
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− | |-
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− | | style="color: #ffff00;"|
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− | '''blood contains a lot of iron'''
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Ghosts'''
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− | * Ghosts that disenchant items
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− | * Ghost that eats anything in the way
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− | * Invisible chars leave invis. ghosts
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Chaostroms Zombie torso riddance idea'''
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− | * Limit the torso animation rate to third or quarter of what it is now
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− | * When the groin is severed, the torso cannot turn into a zombie any more
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− | |-
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− | | style="color: #ffff00;"|
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− | '''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??
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− | * Would double the objects available
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− | * midget objects
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− | * wand of object enlargement
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− | * Midget tunnels and dungeons (Gulliver)
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− | * Create new midget monsters from the existing 16x16 graphics
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− | * midgets handle as groups, so you'd attack all the midgets in one square, they still could move freely about
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Individual throwing accuracy for all items'''
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Moods on the dungeon ("quite like underground weather")'''
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− | * magical weather, tiring weather, hungering weather
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Level dynamics'''
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− | * Too much mining would collapse the level above (Dwarf Fortress style)
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− | * generate not only the level you enter, but the ones next to it
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− | * The catacombs should have a different algorithm than the GC and UT
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Spreading fire which generates smoke'''
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− | * Smoke clouds should have a intensity modifier
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− | * In towers and towns wind should blow away the smoke and spread the fire
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Insect clouds'''
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− | * Insects could act as clouds that move randomly
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− | * Beehive that grows... O god!
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− | ** bug room
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− | ** makes a nice practice thing
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− | |-
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− | | style="color: #ffff00;"|
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− | '''Side dungeons that go sideways'''
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− | |}
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| | | |
− | '''Monty Python'''
| + | These weapons have magical qualities that make them quite desirable and powerful. |
− | * llamas
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− | * dead parrot
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− | * the killer rabbit
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− | ** a little chance of a killer rabit spawning from adult mutant rabbits mating
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− | * witches that weigh the same as a duck
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− | ** duck flesh and witch flesh
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| | | |
− | '''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
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| | | |
− | * 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'''
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− | * Wand using monster
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− | * Poltergeist monster
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− | * Insect cloud monstertype that you cannot attack by normal melee attack
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− | | |
− | '''Items'''
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− | * Fan (blows away insects and ghosts)
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− | * Steampowered vacuum cleaner (sucks in insects and ghosts)
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− | ** Instead of steam powered, it could be basically just a captured Eddie; when it breaks, the Eddy comes out...
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− | * Wand of unlocking / locking (closes unlocked and unlocks the closed doors)
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− | * Dwarven parachute
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− | * Rubber boots that boost electricy resistance
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− | * HUGE morningstar type weapon
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− | * weapons destroying walls? You can kick them...
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− | | |
− | * Weapon tweaks
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− | ** The stethoscope is a bit strong as a weapon
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− | ** Gauntlets don't use unarmed skill (if they're wielded as weapons, maybe they shouldn't either)
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− | ** Wielded gloves should affect unarmed skill and worn gauntlets should do extra damage
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− | | |
− | == Four Mountains ==
| |
− | | |
− | * By JKahvi
| |
− | * More [http://wiki.moq.fi/index.php?title=Main_Page here].
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− | | |
− | = Later community development plans =
| |
− | | |
− | These plans are a combination of current developers' plans and ideas by community.
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− | | |
− | == SquashMonster's legendary thread ==
| |
− | | |
− | XXX
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− | | |
− | == Individual developers ==
| |
− | | |
− | * [[Plans by Azba]]
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− | * [[Plans by fejoa]]
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− | * [[Plans by red kangaroo]]
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− | | |
− | = Done =
| |
− | | |
− | * holy hand grenade
| |
− | | |
− | * Ghosts apperance could vary
| |
− | ** Appearance saved when dying
| |
− | ** Blue and small transparence
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− | | |
− | * 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
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− | ** when the shop is put into a room, change the locked doors next to it into unlocked ones
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− | | |
− | = 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]] | |