The Cathedral of Attnam

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821 bytes added ,  06:27, 7 June 2018
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== IvanCon plans ==
These plans were determined by the J_Kahvi and the IVAN community at the first IvanCon:
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** finding spells only from the dreams
** dream world
|}-| style="color: #ffff00;"|* '''Dig up or down (Escaping up/downwards)'''|-| style="color: #ffff00;"|* '''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|-* | style="color: #ffff00;"|'''Player classes'''** Might not be needed|-* | style="color: #ffff00;"|'''More comments to the code are needed'''** Someone should write a guide to code files|-| style="color: #ffff00;"|* '''There is a power chart for balancing weapons'''** 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'''** The int requirement takes a huge leap|-* | style="color: #ffff00;"|'''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)|-* | 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'''** 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'''** sling for blunt** bow for point|-* | style="color: #ffff00;"|'''Items and limbs made of f.ex. gas'''** A weapon: "Fan"** Steam powered Vacuum cleaner (effective against ghosts, insects, thrown items)|-* | style="color: #ffff00;"|'''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?|-| style="color: #ffff00;"|* '''A cloud of insects (fireflies, locusts?)'''** 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'''** 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'''
* Ghosts that disenchant items
* Ghost that eats anything in the way
* Invisible chars leave invis. ghosts
|-* | style="color: #ffff00;"|'''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|-| style="color: #ffff00;"|* '''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|-| style="color: #ffff00;"|* '''Individual throwing accuracy for all items'''|-| style="color: #ffff00;"|* '''Moods on the dungeon ("quite like underground weather")'''** magical weather, tiring weather, hungering weather|-| style="color: #ffff00;"|'''Level dynamics'''
* 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
|-* | style="color: #ffff00;"|'''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*|-| style="color: #ffff00;"|'''Insect clouds'''* Insects could act as clouds that move randomly
* Beehive that grows... O god!
** bug room
** makes a nice practice thing
|-* | style="color: #ffff00;"|'''Side dungeons that go sideways'''|}
'''Monty Python'''
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