Difference between revisions of "Development plans"
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= 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 37: | ||
= 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 == | ||
Line 42: | Line 43: | ||
These plans were determined by the J_Kahvi and the IVAN community at the first IvanCon: | These plans were determined by the J_Kahvi and the IVAN community at the first IvanCon: | ||
− | |||
− | + | * Player mood system with HUD graphics for facial expressions (like DooM) | |
+ | ** Graphics are ready (Ernomouse has them) | ||
+ | ** various levels of panic (morale paniced <-> psycho) | ||
+ | ** Berzerk mood | ||
+ | ** Animated face of the player | ||
+ | ** when high on mushroom, new face | ||
+ | ** One for every mood | ||
+ | |||
+ | * Male and female chars are different | ||
+ | * Sex | ||
+ | |||
− | + | '''Magic system''' | |
+ | ** 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?) | ||
− | + | '''Sleep''' | |
− | * | + | * 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 | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | * | + | * Dig up or down (Escaping up/downwards) |
− | |||
− | |||
− | |||
− | + | * A new quest | |
− | + | ** 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 | ||
+ | ** Might not be needed | ||
− | * | + | * More comments to the code are needed |
− | + | ** Someone should write a guide to code files | |
− | * | + | * There is a power chart for balancing weapons |
− | + | ** Accuracy, power, sturdiness | |
− | + | ** Frequency of appearance is used to balance the power | |
− | + | ** Add features -> play testing | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | * | + | * Steppingstone material between meteorite steel adamantine |
− | + | ** The int requirement takes a huge leap | |
− | *More | + | * Every weapon class should have an artifact |
− | + | ** 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) | ||
− | * | + | * Trophy items and NPC's for people who contribute a lot to IVAN (there are plenty of examples already) |
− | |||
− | |||
− | |||
− | * | + | * Different types of damage |
− | + | ** Slash, point, blunt, burn | |
+ | ** Variance between different weapons | ||
+ | ** Works diffeerently on f.ex. armour | ||
− | * | + | * Ranged weapons would get more reasonable to have |
− | + | ** sling for blunt | |
− | + | ** bow for point | |
− | |||
− | * | + | * Items and limbs made of f.ex. gas |
− | + | ** A weapon: "Fan" | |
+ | ** Steam powered Vacuum cleaner (effective against ghosts, insects, thrown items) | ||
− | * | + | * Monsters could be put into items |
− | + | ** Iron maiden, Cage traps | |
− | + | ** The problem is to make the charachter disappear | |
− | + | ** Could be handled as f.ex. traps? | |
− | |||
− | |||
− | |||
− | |||
+ | * A cloud of insects (fireflies, locusts?) | ||
+ | ** The catacombs could have lots of insects | ||
− | * | + | * You could have a conversation with the gods |
− | |||
− | * | + | * Ighalli's god system |
− | + | ** 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 | ||
− | * | + | * blood contains a lot of iron |
− | |||
− | |||
− | |||
− | |||
− | * | + | * Ghosts that disenchant items |
− | + | * Ghost that eats anything in the way | |
+ | * Invisible chars leave invis. ghosts | ||
− | * | + | * 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 | |
− | |||
− | |||
− | |||
− | |||
− | * | + | * Convert all graphics to 32x32 (J_Kahvi could probably do it) |
− | + | ** 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 | ||
− | * | + | * Individual throwing accuracy for all items |
− | |||
− | |||
− | * | + | * Moods on the dungeon ("quite like underground weather") |
− | + | ** magical weather, tiring weather, hungering weather | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | * | + | * 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 |
− | |||
− | |||
− | |||
− | * | + | * Spreading fire which generates smoke |
− | + | ** Smoke clouds should have a intensity modifier | |
+ | ** In towers and towns wind should blow away the smoke and spread the fire | ||
+ | ** Insects could act as clouds that move randomly | ||
+ | * Beehive that grows... O god! | ||
+ | ** bug room | ||
+ | ** makes a nice practice thing | ||
− | * | + | * Side dungeons that go sideways |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | * | + | '''Monty Python''' |
+ | * 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 | ||
− | * | + | '''Dungeon types''' |
− | + | * 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 |
− | * | + | '''Monsters''' |
− | + | * Wand using monster | |
− | + | * Poltergeist monster | |
− | + | * 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) | |
− | + | * 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 == | == Four Mountains == | ||
− | |||
+ | * By JKahvi | ||
+ | * More [http://wiki.moq.fi/index.php?title=Main_Page here]. | ||
= Later community development plans = | = Later community development plans = | ||
− | These plans are a combination of | + | These plans are a combination of current developers' plans and ideas by community. |
== SquashMonster's legendary thread == | == SquashMonster's legendary thread == | ||
+ | XXX | ||
== Individual developers == | == Individual developers == | ||
− | [[ | + | * [[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 = | = Important links = | ||
− | + | * [https://attnam.com/topics/Ideas General ideas thread] |
Revision as of 17:13, 18 October 2017
Contents
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 the J_Kahvi and the IVAN community at the first IvanCon:
- Player mood system with HUD graphics for facial expressions (like DooM)
- Graphics are ready (Ernomouse has them)
- various levels of panic (morale paniced <-> psycho)
- Berzerk mood
- Animated face of the player
- when high on mushroom, new face
- One for every mood
- Male and female chars are different
- Sex
Magic system
- 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?)
Sleep
- 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
- Dig up or down (Escaping up/downwards)
- A new quest
- 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
- Might not be needed
- More comments to the code are needed
- Someone should write a guide to code files
- There is a power chart for balancing weapons
- Accuracy, power, sturdiness
- Frequency of appearance is used to balance the power
- Add features -> play testing
- Steppingstone material between meteorite steel adamantine
- The int requirement takes a huge leap
- Every weapon class should have an artifact
- More special items would be nice too (f.ex. flaming sword)
- WIP --Red kangaroo (talk) 17:13, 18 October 2017 (UTC)
- Trophy items and NPC's for people who contribute a lot to IVAN (there are plenty of examples already)
- Different types of damage
- Slash, point, blunt, burn
- Variance between different weapons
- Works diffeerently on f.ex. armour
- Ranged weapons would get more reasonable to have
- sling for blunt
- bow for point
- Items and limbs made of f.ex. gas
- A weapon: "Fan"
- Steam powered Vacuum cleaner (effective against ghosts, insects, thrown items)
- Monsters could be put into items
- Iron maiden, Cage traps
- The problem is to make the charachter disappear
- Could be handled as f.ex. traps?
- A cloud of insects (fireflies, locusts?)
- The catacombs could have lots of insects
- You could have a conversation with the gods
- Ighalli's god system
- 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
- blood contains a lot of iron
- Ghosts that disenchant items
- Ghost that eats anything in the way
- Invisible chars leave invis. ghosts
- 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
- Convert all graphics to 32x32 (J_Kahvi could probably do it)
- 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
- Individual throwing accuracy for all items
- Moods on the dungeon ("quite like underground weather")
- magical weather, tiring weather, hungering weather
- 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
- Spreading fire which generates smoke
- Smoke clouds should have a intensity modifier
- In towers and towns wind should blow away the smoke and spread the fire
- Insects could act as clouds that move randomly
- Beehive that grows... O god!
- bug room
- makes a nice practice thing
- Side dungeons that go sideways
Monty Python
- 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
Dungeon types
- 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
Monsters
- Wand using monster
- Poltergeist monster
- 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)
- 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 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