Development plans

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Revision as of 17:13, 18 October 2017 by Red kangaroo (talk | contribs) (Much more readable now.)
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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

Important links