Difference between revisions of "Development plans"
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'''Steppingstone material between meteorite steel adamantine''' | '''Steppingstone material between meteorite steel adamantine''' | ||
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* The int requirement takes a huge leap | * The int requirement takes a huge leap | ||
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'''Monsters''' | '''Monsters''' | ||
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+ | * Wand using monster | ||
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* 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 |
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) |
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Male and female chars are different |
Sex |
Magic system |
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Sleep |
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Dig up or down (Escaping up/downwards) |
A new quest |
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Player classes |
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More comments to the code are needed |
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There is a power chart for balancing weapons |
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Steppingstone material between meteorite steel adamantine |
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Every weapon class should have an artifact |
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Trophy items and NPC's for people who contribute a lot to IVAN (there are plenty of examples already) |
Different types of damage |
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Ranged weapons would get more reasonable to have |
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Items and limbs made of f.ex. gas |
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Monsters could be put into items |
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A cloud of insects (fireflies, locusts?) |
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You could have a conversation with the gods |
Ighalli's god system |
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blood contains a lot of iron |
Ghosts |
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Chaostroms Zombie torso riddance idea |
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Convert all graphics to 32x32 (J_Kahvi could probably do it) |
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Individual throwing accuracy for all items |
Moods on the dungeon ("quite like underground weather") |
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Level dynamics |
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Spreading fire which generates smoke |
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Insect clouds |
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Side dungeons that go sideways |
Monty Python |
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Dungeon types |
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Monsters |
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Items |
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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