IvanCon plans
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Player mood system with HUD graphics for facial expressions (like DooM)
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- Graphics are ready (Ernomouse has them)
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- Various levels of panic (morale paniced <-> psycho)
- Berzerk mood
- Animated face of the player
- when high on mushroom, new face
- One for every mood
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Male and female chars are different
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Sex
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Magic system
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- 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?)
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Sleep
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- 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
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Dig up or down (Escaping up/downwards)
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A new quest
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- 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
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Player classes
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More comments to the code are needed
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- Someone should write a guide to code files
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There is a power chart for balancing weapons
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- Accuracy, power, sturdiness
- Frequency of appearance is used to balance the power
- Add features -> play testing
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Steppingstone material between meteorite steel adamantine
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- The int requirement takes a huge leap
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Every weapon class should have an artifact
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- More special items would be nice too (f.ex. flaming sword)
- WIP --Red kangaroo (talk) 17:13, 18 October 2017 (UTC)
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Trophy items and NPC's for people who contribute a lot to IVAN (there are plenty of examples already)
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Different types of damage
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- Slash, point, blunt, burn
- Variance between different weapons
- Works diffeerently on f.ex. armour
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Ranged weapons would get more reasonable to have
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- sling for blunt
- bow for point
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Items and limbs made of f.ex. gas
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- A weapon: "Fan"
- Steam powered Vacuum cleaner (effective against ghosts, insects, thrown items)
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Monsters could be put into items
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- Iron maiden, Cage traps
- The problem is to make the charachter disappear
- Could be handled as f.ex. traps?
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A cloud of insects (fireflies, locusts?)
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- The catacombs could have lots of insects
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You could have a conversation with the gods
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Ighalli's god system
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- 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
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blood contains a lot of iron
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Ghosts
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- Ghosts that disenchant items
- Ghost that eats anything in the way
- Invisible chars leave invis. ghosts
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Chaostroms Zombie torso riddance idea
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- 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
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Convert all graphics to 32x32 (J_Kahvi could probably do it)
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- 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
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Individual throwing accuracy for all items
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Moods on the dungeon ("quite like underground weather")
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- magical weather, tiring weather, hungering weather
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Level dynamics
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- 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
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Spreading fire which generates smoke
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- Smoke clouds should have a intensity modifier
- In towers and towns wind should blow away the smoke and spread the fire
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Insect clouds
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- Insects could act as clouds that move randomly
- Beehive that grows... O god!
- bug room
- makes a nice practice thing
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Side dungeons that go sideways
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Monty Python
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- 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
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Dungeon types
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- 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
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Monsters
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- Poltergeist monster
- Insect cloud monstertype that you cannot attack by normal melee attack
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Items
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- 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
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