The Cathedral of Attnam

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11,455 bytes added ,  04:27, 8 June 2018
= Color key =
 
{| style="text-align: center; color: white; background-color: black; width: 60%;"
| colspan="3" | '''Development color key'''
|-
| style="width: 33%; color: #ff8000; background-color: #000000;"|
'''Section'''
| style="width: 33%; color: #ffff00; background-color: #000000;"|
'''Subsection'''
| style="width: 33%; color: #ffffff; background-color: #000000;"|
Future goal
|-
| style="width: 33%; color: #ff00ff; background-color: #000000;"|
Partially Done
| style="width: 33%; color: #56a6ff; background-color: #000000;"|
Done, Next Release
| style="width: 33%; color: #64ff64; background-color: #000000;"|
Done, Released
|}
 
{| class="wikitable" style="color: black; background-color: #ffffff; width: 60%;" cellpadding="10"
| colspan="3" | '''Development color key'''
|-
| style="width: 33%; background-color: #ffcc99;"|
Section
| style="width: 33%; background-color: #ffffcc;"|
Subsection
| style="width: 33%; background-color: white;"|
Future goal
|-
| style="width: 33%; background-color: #ffc0ff;"|
Partially Done
| style="width: 33%; background-color: #cedff2;"|
Done, Next Release
| style="width: 33%; background-color: #c0ffc0;"|
Done, Released
|}
 
(With apologies to Tarn and Zach Adams at Bay 12 Games)
= Canonical development plans =
These have been found recovered from the original developerdevelopers's planning files. === Cities and Dungeons ===* [[Proposed cities]]* [[Proposed worlds]] === Monsters ===* [[Proposed monsters]] === Subsystems ===* Mounts == Version Requirements == Minimum requirements per 0.01 release increment.
== Cities and Dungeons ==Every version must henceforth include one new feature from every one of these categories:
== Monsters ==* fountain effects * banana jokes * special monsters * special items * special materials * Monty Python jokes * insults * diseases
== Subsystems ==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 JKahvi J_Kahvi and the IVAN community at the first IvanCon: {| style="text-align: left; color: #ff8000; background-color: black; width: 95%;" | colspan="1" | ''' IvanCon plans '''|-| style="color: #ffff00;"|'''Player mood system with HUD graphics for facial expressions (like DooM)'''|-| style="color: #ff00ff;"|* Graphics are ready (Ernomouse has them)|-| style="color: white;"|* Various levels of panic (morale paniced <-> psycho)* Berzerk mood* Animated face of the player* when high on mushroom, new face* One for every mood|-| style="color: #ffff00;"|'''Male and female chars are different'''|-| style="color: #ffff00;"|'''Sex'''|-| style="color: #ffff00;"|'''Magic system'''|-| style="color: white;"|* 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?)|-| style="color: #ffff00;"|'''Sleep'''|-| style="color: white;"|* 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|-| style="color: #ffff00;"|'''Dig up or down (Escaping up/downwards)'''|-| style="color: #ffff00;"|'''A new quest'''|-| style="color: white;"|* 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'''|-| style="color: white;"|* Might not be needed|-| style="color: #ffff00;"|'''More comments to the code are needed'''|-| style="color: white;"|* Someone should write a guide to code files|-| style="color: #ffff00;"|'''There is a power chart for balancing weapons'''|-| style="color: white;"|* 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'''|-| style="color: #64ff64;"|* The int requirement takes a huge leap|-| style="color: #ffff00;"|'''Every weapon class should have an artifact'''|-| style="color: white;"|* 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'''|-| style="color: white;"|* 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'''|-| style="color: white;"|* sling for blunt* bow for point|-| style="color: #ffff00;"|'''Items and limbs made of f.ex. gas'''|-| style="color: white;"|* A weapon: "Fan"* Steam powered Vacuum cleaner (effective against ghosts, insects, thrown items)|-| style="color: #ffff00;"|'''Monsters could be put into items '''|-| style="color: white;"|* 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?)'''|-| style="color: white;"|* 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'''|-| style="color: white;"|* 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'''|-| style="color: white;"|* Ghosts that disenchant items* Ghost that eats anything in the way* Invisible chars leave invis. ghosts|-| style="color: #ffff00;"|'''Chaostroms Zombie torso riddance idea'''|-| style="color: white;"|* 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)'''|-| style="color: white;"|* 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")'''|-| style="color: white;"|* magical weather, tiring weather, hungering weather|-| style="color: #ffff00;"|'''Level dynamics'''|-| style="color: white;"|* 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'''|-| style="color: white;"|* 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'''|-| style="color: white;"|* 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'''|-| style="color: #ffff00;"|'''Monty Python'''|-| style="color: white;"|* 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|-| style="color: #ffff00;"|'''Dungeon types'''|-| style="color: white;"|* 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|-| style="color: #ffff00;"|'''Monsters'''|-| style="color: #64ff64;"|* Wand using monster|-| style="color: white;"|* Poltergeist monster * Insect cloud monstertype that you cannot attack by normal melee attack|-| style="color: #ffff00;"|'''Items'''|-| style="color: white;"|* 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
* By JKahvi
* More [http://wiki.moq.fi/index.php?title=Main_Page 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 ==
* [[ plans Plans by Azba]]* [[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 =
Links to discussion threads* [[Ideas|Wiki page for ideas]]* [https://attnam.com/topics/Ideas General ideas thread] [[Category:Development]]
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