Difference between revisions of "RPG todo"
From Platinum Arts Sandbox Free 3D Game Maker
(→Logic) |
|||
Line 16: | Line 16: | ||
=Logic= | =Logic= | ||
* query skill effectiveness | * query skill effectiveness | ||
+ | ** base skill effectiveness (no criticals or randomness) | ||
* ability to distribute stat points | * ability to distribute stat points | ||
* ability to use consume effects | * ability to use consume effects | ||
* implement and activate unused/unactivated scripts slots | * implement and activate unused/unactivated scripts slots | ||
+ | * temporary spell effects for wielded items, | ||
+ | ** make sure to use each for the right purpose | ||
=GUI= | =GUI= |
Revision as of 02:20, 10 November 2010
Contents
[hide]Scripting
- script state engine
- push pop
- contains hashtables for maps and entities
- predefined variables such as "curmap", "player", "actor"
- scripts do look ups by name
- print debug info on failure
- if modified the first named reference is changed
Gameplay
- hotkeys
- item identification
- cursed/blessed items
- (maybe?) character generation
Logic
- query skill effectiveness
- base skill effectiveness (no criticals or randomness)
- ability to distribute stat points
- ability to use consume effects
- implement and activate unused/unactivated scripts slots
- temporary spell effects for wielded items,
- make sure to use each for the right purpose
GUI
- inventory
- item examination
- status effects
- trade
- stats
- crafting
- journal
- newui variants
Recipes
- save learned recipes
- (maybe) allow in game apparatuses to act as a catalyst
- (maybe) several catalysts and ingredients list? or just duplicate and alter the recipe?
- optimise function - merges identical items in the lists
- allow them to be used
AI
- queued prioritised actions
- most important done first
- multitasking
- waypoints
- randomness
- intermediary nodes/steps (ie for dodging)
Cutscenes
- create a cutscene variant which can't be skippped
- some sort of skipping bar (1000 ms?) to prevent accidental skips
Renderer
- render attachments/equipment
- animations for weapons
- generic animations, unarmed strike, melee strike, bow shoot, gun shoot, etc
Journal
- quests
- log entries
- sorting and filters
Sound
- sounds while charing spells
- sounds for projctile firing, travel and death
- sounds for active statusgroups
- (maybe) voiced dialogue
I/O
- use generic "n of blah is stored here" and remove token based approach
- flat file export of current script/data definitions (maybe)
- couple with ingame menus for realtime modification (maybe)