Difference between revisions of "Development plans"
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+ | = Color key = | ||
+ | |||
+ | {| 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" | ||
+ | | 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) | ||
= Canonical development plans = | = Canonical development plans = | ||
− | These have been recovered from the original developers' planning files | + | These have been recovered from the original developers' planning files. |
− | == Cities and Dungeons == | + | === Cities and Dungeons === |
* [[Proposed cities]] | * [[Proposed cities]] | ||
* [[Proposed worlds]] | * [[Proposed worlds]] | ||
− | == Monsters == | + | === Monsters === |
* [[Proposed monsters]] | * [[Proposed monsters]] | ||
− | == Subsystems == | + | === Subsystems === |
− | |||
* Mounts | * Mounts | ||
− | == Minimum requirements per 0.01 release increment | + | == Version Requirements == |
+ | |||
+ | Minimum requirements per 0.01 release increment. | ||
Every version must henceforth include one new feature from every one of these categories: | Every version must henceforth include one new feature from every one of these categories: | ||
Line 36: | Line 76: | ||
= Pro-canonical plans = | = Pro-canonical plans = | ||
− | Canonical plans suggested after the departure of the original devs | + | Canonical plans suggested after the departure of the original devs. |
== 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%;" |
+ | | 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''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * Might not be needed | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''More comments to the code are needed''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * Someone should write a guide to code files | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''There is a power chart for balancing weapons''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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''' | ||
+ | |- | ||
+ | | style="color: #64ff64;"| | ||
+ | * The int requirement takes a huge leap | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''Every weapon class should have an artifact''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * sling for blunt | ||
+ | * bow for point | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''Items and limbs made of f.ex. gas''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * A weapon: "Fan" | ||
+ | * Steam powered Vacuum cleaner (effective against ghosts, insects, thrown items) | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''Monsters could be put into items ''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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?)''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * Ghosts that disenchant items | ||
+ | * Ghost that eats anything in the way | ||
+ | * Invisible chars leave invis. ghosts | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''Chaostroms Zombie torso riddance idea''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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)''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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")''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * magical weather, tiring weather, hungering weather | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''Level dynamics''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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''' | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''Monty Python''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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 | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''Dungeon types''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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 | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''Monsters''' | ||
+ | |- | ||
+ | | style="color: #64ff64;"| | ||
+ | * Wand using monster | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * Poltergeist monster | ||
+ | * Insect cloud monstertype that you cannot attack by normal melee attack | ||
+ | |- | ||
+ | | style="color: #ffff00;"| | ||
+ | '''Items''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
+ | * 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 = | |
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− | + | These plans are a combination of current developers' plans and ideas by community. | |
− | |||
− | + | == SquashMonster's legendary thread == | |
− | |||
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− | + | XXX | |
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+ | == Individual developers == | ||
− | * | + | * [[Plans by Azba]] |
− | + | * [[Plans by fejoa]] | |
+ | * [[Plans by red kangaroo]] | ||
− | + | = Done = | |
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− | * | + | * holy hand grenade |
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− | * | + | * 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 = | |
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− | *Another route to Attnam might be nice [SCRAPPED IDEA] | + | * Another route to Attnam might be nice [SCRAPPED IDEA] |
− | + | ** Not sure if it's necessary, as there already are alternate ways | |
− | + | = Important links = | |
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+ | * [[Ideas|Wiki page for ideas]] | ||
+ | * [https://attnam.com/topics/Ideas General ideas thread] | ||
− | + | [[Category:Development]] | |
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− | [[ | ||
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Latest revision as of 04:27, 8 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 |
|
Dungeon types |
|
Monsters |
|
|
Items |
|
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