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− | = Color key =
| + | '''Helmets''' are a kind of [[armor]] protecting your head. |
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− | {| style="text-align: center; color: white; background-color: black; width: 60%;"
| + | They come in three basic varieties: |
− | | 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"
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− | | 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)
| + | * '''helmets''', which are light and offer reasonable AV, |
| + | * '''full helmets''', which have slightly better AV and low sound resistance in exchange for higher weight, |
| + | * '''masks''', which are the lightest, but least protective headgear. |
| | | |
− | = Canonical development plans = | + | == Magical Helmets == |
| | | |
− | These have been recovered from the original developers' planning files.
| + | Certain helmets give you additional magical effects. |
| | | |
− | === Cities and Dungeons === | + | {| style="border:2px solid #000; border-collapse:collapse;" cellpadding="3" cellspacing="0" border="1" width="700" |
− | * [[Proposed cities]]
| + | ! colspan="5" style="background:#369; color:#fff" |Magical Helmets |
− | * [[Proposed worlds]]
| + | |- |
− | | + | ! width="230" style="background:#fff;" | |
− | === Monsters === | + | ! width="150" style="background:#9CF;" |'''Effect''' |
− | * [[Proposed monsters]]
| + | ! width="100" style="background:#9CF;" |'''Base AV''' |
− | | + | ! width="100" style="background:#9CF;" |'''Weight''' |
− | === Subsystems ===
| + | ! width="120" style="background:#9CF;" |'''Material''' |
− | * Mounts
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− | | |
− | == Version Requirements ==
| |
− | | |
− | Minimum requirements per 0.01 release increment.
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− | | |
− | Every version must henceforth include one new feature from every one of these categories:
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− | | |
− | * fountain effects
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− | * 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:
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− | * traps
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− | * states other than diseases
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− | | |
− | (source: CVS doc/Work/Version Requirements)
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− | | |
− | = Pro-canonical plans =
| |
− | | |
− | Canonical plans suggested after the departure of the original devs.
| |
− | | |
− | == IvanCon plans == | |
− | | |
− | These plans were determined by the J_Kahvi and the IVAN community at the first IvanCon:
| |
− | | |
− | {| style="text-align: left; color: #ff8000; background-color: black; width: 95%;"
| |
− | | colspan="1" | ''' IvanCon plans '''
| |
| |- | | |- |
− | | style="color: #ffff00;"| | + | | style="background:#eee; padding-left:10px"| Helmet of Attractivity |
− | '''Player mood system with HUD graphics for facial expressions (like DooM)'''
| + | | style="padding-left:10px;" |[[Charisma]] |
| + | | style="text-align:center;" |4 |
| + | | style="text-align:center;" |5000g |
| + | | style="padding-left:10px;" |[[Gold]] |
| |- | | |- |
− | | style="color: #ff00ff;"| | + | | style="background:#eee; padding-left:10px"| Helmet of Brilliance |
− | * Graphics are ready (Ernomouse has them)
| + | | style="padding-left:10px;" |[[Intelligence]] |
| + | | style="text-align:center;" |13 |
| + | | style="text-align:center;" |200g |
| + | | style="padding-left:10px;" |[[Arcanite]] |
| |- | | |- |
− | | style="color: white;"| | + | | style="background:#eee; padding-left:10px"| Helmet of Essence Plethora |
− | * Various levels of panic (morale paniced <-> psycho)
| + | | style="padding-left:10px;" |[[Mana]] |
− | * Berzerk mood
| + | | style="text-align:center;" |6 |
− | * Animated face of the player
| + | | style="text-align:center;" |662g |
− | * when high on mushroom, new face
| + | | style="padding-left:10px;" |[[Amethyst]] |
− | * One for every mood
| |
| |- | | |- |
− | | style="color: #ffff00;"| | + | | style="background:#eee; padding-left:10px"| Helmet of Indomitable Will |
− | '''Male and female chars are different'''
| + | | style="padding-left:10px;" |[[Willpower]] |
| + | | style="text-align:center;" |21 |
| + | | style="text-align:center;" |225g |
| + | | style="padding-left:10px;" |[[Octiron]] |
| |- | | |- |
− | | style="color: #ffff00;"| | + | | style="background:#eee; padding-left:10px"| Helmet of Piercing Perception |
− | '''Sex'''
| + | | style="padding-left:10px;" |[[Perception]] |
| + | | style="text-align:center;" |16 |
| + | | style="text-align:center;" |1500g |
| + | | style="padding-left:10px;" |[[Illithium]] |
| |- | | |- |
− | | style="color: #ffff00;"| | + | | style="background:#eee; padding-left:10px"| Helmet of Telepathy |
− | '''Magic system'''
| + | | style="padding-left:10px;" |[[ESP]] |
| + | | style="text-align:center;" |10 |
| + | | style="text-align:center;" |75g |
| + | | style="padding-left:10px;" |[[Angel Hair]] |
| |- | | |- |
− | | style="color: white;"| | + | | style="background:#eee; padding-left:10px"| Helmet of Teleportation |
− | * ESP/telekinesis kind, no fireballs and other cliches (ex. lift a sword and use it to attack)
| + | | style="padding-left:10px;" |[[Teleporting]] |
− | * Shouldn't be based on Mana (something else than mana-point based system)
| + | | style="text-align:center;" |15 |
− | * 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?
| + | | style="text-align:center;" |1250g |
− | * ghost items
| + | | style="padding-left:10px;" |[[Mithril]] |
− | * 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;"| | + | | style="background:#eee; padding-left:10px"| Helmet of Understanding |
− | '''Sleep'''
| + | | style="padding-left:10px;" |[[Wisdom]] |
| + | | style="text-align:center;" |15 |
| + | | style="text-align:center;" |500g |
| + | | style="padding-left:10px;" |[[Unicorn Horn]] |
| |- | | |- |
− | | style="color: white;"| | + | | style="background:#eee; padding-left:10px"| Helmet of Brilliance ([[LIVAN]])* |
− | * the player will have to sleep | + | | style="padding-left:10px;" |[[Intelligence]] & [[Wisdom]] |
− | * dreams
| + | | style="text-align:center;" |10 |
− | ** the player could gain things from dreams
| + | | style="text-align:center;" |150g |
− | ** affect food burning rate; Affect stats; Affect item spawning rate
| + | | style="padding-left:10px;" |[[Unicorn Horn]] |
− | ** finding spells only from the dreams
| |
− | ** dream world
| |
| |} | | |} |
| | | |
− | * Dig up or down (Escaping up/downwards) | + | * In [[LIVAN]] and [[CLIVAN]], the Helmet of Understanding is removed, and the Helmet of Brilliance increases both Int and Wis, as well as having a different icon. |
| | | |
− | * A new quest
| + | === Artifact Helmets === |
− | ** 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
| + | {| style="border:2px solid #000; border-collapse:collapse;" cellpadding="3" cellspacing="0" border="1" width="700" |
− | ** Might not be needed
| + | ! colspan="5" style="background:#369; color:#fff" |Artifact Helmets |
− | | + | |- |
− | * More comments to the code are needed
| + | ! width="230" style="background:#fff;" | |
− | ** Someone should write a guide to code files
| + | ! width="150" style="background:#9CF;" |'''Effect''' |
− | | + | ! width="100" style="background:#9CF;" |'''Base AV''' |
− | * There is a power chart for balancing weapons
| + | ! width="100" style="background:#9CF;" |'''Weight''' |
− | ** Accuracy, power, sturdiness
| + | ! width="120" style="background:#9CF;" |'''Material''' |
− | ** Frequency of appearance is used to balance the power
| + | |- |
− | ** Add features -> play testing
| + | | style="background:#eee; padding-left:10px"| [[Ivan|Gorovits Family Gas Mask]] |
− | | + | | style="padding-left:10px;" |[[Gas Immunity]], indestructible |
− | * Steppingstone material between meteorite steel adamantine
| + | | style="text-align:center;" |8 |
− | ** The int requirement takes a huge leap
| + | | style="text-align:center;" |450g |
− | | + | | style="padding-left:10px;" |[[Kevlar]] |
− | * Every weapon class should have an artifact
| + | |- |
− | ** More special items would be nice too (f.ex. flaming sword)
| + | | style="background:#eee; padding-left:10px"| [[radiant helmet of Macula]] |
− | ** '''WIP''' --[[User:Red kangaroo|Red kangaroo]] ([[User talk:Red kangaroo|talk]]) 17:13, 18 October 2017 (UTC)
| + | | style="padding-left:10px;" |[[Perception]], [[Infravision]], [[Search]]ing |
− | | + | | style="text-align:center;" |11 |
− | * Trophy items and NPC's for people who contribute a lot to IVAN (there are plenty of examples already)
| + | | style="text-align:center;" |500g |
− | | + | | style="padding-left:10px;" |[[Blue Light Crystal]] |
− | * Different types of damage
| + | |- |
− | ** Slash, point, blunt, burn
| + | | style="background:#eee; padding-left:10px"| [[war mask of Tlachtlallotlachitl]] |
− | ** Variance between different weapons
| + | | style="padding-left:10px;" |[[Intelligence]], [[Wisdom]], [[Willpower]], blocks [[ESP|telepathy]] |
− | ** Works diffeerently on f.ex. armour
| + | | style="text-align:center;" | |
− | | + | | style="text-align:center;" | |
− | * Ranged weapons would get more reasonable to have
| + | | style="padding-left:10px;" |[[Tin]] |
− | ** sling for blunt
| + | |} |
− | ** bow for point
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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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− | | |
− | * 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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− | | |
− | * A cloud of insects (fireflies, locusts?)
| |
− | ** The catacombs could have lots of insects
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− | | |
− | * You could have a conversation with the gods
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− | | |
− | * Ighalli's god system
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− | ** effects should be balanced somehow, so that better effects need better relations
| |
− | ** 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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− | | |
− | * blood contains a lot of iron
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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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− | | |
− | * 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
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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??
| |
− | ** 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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− | | |
− | * Individual throwing accuracy for all items
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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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− | | |
− | * 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
| |
− | | |
− | * 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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− | ** 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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− | | |
− | * Side dungeons that go sideways
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− | | |
− | | |
− | '''Monty Python''' | |
− | * 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''' | |
− | * Tower dungeon
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− | ** very open levels
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− | ** wind, going against the wind would be taxing or slowing
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− | ** illusions of f.ex. floor tiles
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− | ** you should be able to escape the tower by jumping outside
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− | ** if the player walks on a floor made of air then he will fall down a level, until he hits something solid
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− | ** Damage based on falling distance
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− | ** can't progress backwards
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− | ** wind blow would affect large and unencumbered creatures more
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− | ** if you jump or fly, you'd automatically get blown a certain amount with the wind
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− | ** this way small creatures could find secret dungeons
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− | ** tower made of balsa
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− | ** if the player weighs too much, the floor breaks
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− | ** For a cloack you could wear a Dwarven parachute, which radically decreases falling damage
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− | | |
− | * Small alien side dungeon
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− | ** Based on the frenchmen's alien mod
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− | | |
− | * Astral projection dungeon
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− | ** only accessible as a ghost
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− | ** astral projections could carry only one item
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− | ** only one revard could be brought outside, in case the side quest would be accessible only once
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− | ** wizard hiding from something in an astral plane
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− | ** his body is f.ex. suspended into a nearby statue
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− | ** constantly exploding level as the entrance
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− | ** explosions triggering every moment
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− | ** ghosts could be immune to explosions
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− | ** ghosts could move between levels without stairs (see digging up and down)
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− | | |
− | * Midget dungeon
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− | | |
− | '''Monsters''' | |
− | * Wand using monster
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− | * Poltergeist monster
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− | * 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)
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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...
| |
− | | |
− | * Weapon tweaks
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− | ** 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)
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− | ** 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]] | + | [[Category:Items]] |
| + | [[Category:Equipment]] |
| + | [[Category:Armor]] |