Difference between revisions of "Development plans"
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== 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: | + | {| style="text-align: left; color: #ff8000; background-color: black; width: 95%;" |
| colspan="1" | ''' IvanCon plans ''' | | colspan="1" | ''' IvanCon plans ''' | ||
|- | |- | ||
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* when high on mushroom, new face | * when high on mushroom, new face | ||
* One for every mood | * One for every mood | ||
− | | | + | |- |
− | + | | style="color: #ffff00;"| | |
− | + | '''Male and female chars are different''' | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''Sex''' | |
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
'''Magic system''' | '''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 | * ghost items | ||
* amulet of astral projection | * amulet of astral projection | ||
Line 122: | Line 116: | ||
* if mana drops low, it'd cause bizarre things | * if mana drops low, it'd cause bizarre things | ||
* eaten items could enhance spells (Nethack?) | * eaten items could enhance spells (Nethack?) | ||
− | + | |- | |
+ | | style="color: #ffff00;"| | ||
'''Sleep''' | '''Sleep''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
* the player will have to sleep | * the player will have to sleep | ||
* dreams | * dreams | ||
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** finding spells only from the dreams | ** finding spells only from the dreams | ||
** dream world | ** 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 | * Ghosts that disenchant items | ||
* Ghost that eats anything in the way | * Ghost that eats anything in the way | ||
* Invisible chars leave invis. ghosts | * 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) | * Too much mining would collapse the level above (Dwarf Fortress style) | ||
* generate not only the level you enter, but the ones next to it | * 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 | * 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! | * Beehive that grows... O god! | ||
** bug room | ** bug room | ||
** makes a nice practice thing | ** makes a nice practice thing | ||
− | + | |- | |
− | + | | style="color: #ffff00;"| | |
− | + | '''Side dungeons that go sideways''' | |
− | + | |- | |
+ | | style="color: #ffff00;"| | ||
'''Monty Python''' | '''Monty Python''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
* llamas | * llamas | ||
* dead parrot | * dead parrot | ||
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* witches that weigh the same as a duck | * witches that weigh the same as a duck | ||
** duck flesh and witch flesh | ** duck flesh and witch flesh | ||
− | + | |- | |
+ | | style="color: #ffff00;"| | ||
'''Dungeon types''' | '''Dungeon types''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
* Tower dungeon | * Tower dungeon | ||
** very open levels | ** very open levels | ||
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** if the player weighs too much, the floor breaks | ** if the player weighs too much, the floor breaks | ||
** For a cloack you could wear a Dwarven parachute, which radically decreases falling damage | ** For a cloack you could wear a Dwarven parachute, which radically decreases falling damage | ||
− | |||
* Small alien side dungeon | * Small alien side dungeon | ||
** Based on the frenchmen's alien mod | ** Based on the frenchmen's alien mod | ||
− | |||
* Astral projection dungeon | * Astral projection dungeon | ||
** only accessible as a ghost | ** only accessible as a ghost | ||
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** ghosts could be immune to explosions | ** ghosts could be immune to explosions | ||
** ghosts could move between levels without stairs (see digging up and down) | ** ghosts could move between levels without stairs (see digging up and down) | ||
− | |||
* Midget dungeon | * Midget dungeon | ||
− | + | |- | |
+ | | style="color: #ffff00;"| | ||
'''Monsters''' | '''Monsters''' | ||
+ | |- | ||
+ | | style="color: #64ff64;"| | ||
* Wand using monster | * Wand using monster | ||
+ | |- | ||
+ | | style="color: white;"| | ||
* Poltergeist monster | * Poltergeist monster | ||
* Insect cloud monstertype that you cannot attack by normal melee attack | * Insect cloud monstertype that you cannot attack by normal melee attack | ||
− | + | |- | |
+ | | style="color: #ffff00;"| | ||
'''Items''' | '''Items''' | ||
+ | |- | ||
+ | | style="color: white;"| | ||
* Fan (blows away insects and ghosts) | * Fan (blows away insects and ghosts) | ||
* Steampowered vacuum cleaner (sucks in insects and ghosts) | * Steampowered vacuum cleaner (sucks in insects and ghosts) | ||
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* HUGE morningstar type weapon | * HUGE morningstar type weapon | ||
* weapons destroying walls? You can kick them... | * weapons destroying walls? You can kick them... | ||
− | |||
* Weapon tweaks | * Weapon tweaks | ||
** The stethoscope is a bit strong as a weapon | ** 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) | ** 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 | ** Wielded gloves should affect unarmed skill and worn gauntlets should do extra damage | ||
+ | |- | ||
+ | |} | ||
== Four Mountains == | == Four Mountains == | ||
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== Individual developers == | == Individual developers == | ||
+ | * [[Plans by Azba]] | ||
* [[Plans by fejoa]] | * [[Plans by fejoa]] | ||
* [[Plans by red kangaroo]] | * [[Plans by red kangaroo]] |
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