Development plans
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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
Development color key | ||
Section |
Subsection |
Future goal |
Partially Done |
Done, Next Release |
Done, Released |
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