Difference between revisions of "RPG todo"
From Platinum Arts Sandbox Free 3D Game Maker
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* cursed/blessed items | * cursed/blessed items | ||
* (maybe?) character generation | * (maybe?) character generation | ||
+ | * recipes | ||
=Logic= | =Logic= | ||
* query skill effectiveness | * query skill effectiveness | ||
** base skill effectiveness (no criticals or randomness) | ** base skill effectiveness (no criticals or randomness) | ||
− | |||
* the consume use case for books and potions. | * the consume use case for books and potions. | ||
* implement and activate unused/unactivated scripts slots | * implement and activate unused/unactivated scripts slots | ||
Line 24: | Line 24: | ||
** rewrite ricochet, gravity related stuff is weird | ** rewrite ricochet, gravity related stuff is weird | ||
** P_PERSIST flag; allows you to hit multiple enemies through them | ** P_PERSIST flag; allows you to hit multiple enemies through them | ||
− | *** keep track of victims? | + | *** keep track of victims or allow repeat hits? |
+ | * target types | ||
+ | ** cone | ||
+ | ** self-area/multi | ||
=GUI= | =GUI= | ||
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* flat file export of current script/data definitions (maybe) | * flat file export of current script/data definitions (maybe) | ||
** couple with ingame menus for realtime modification (maybe) | ** couple with ingame menus for realtime modification (maybe) | ||
+ | |||
+ | =Particles= | ||
+ | * refactor particle definitions to only contain one list of particle/model/colour/light stuff. | ||
+ | * set particle effects for each stage of projectiles | ||
+ | * set particle effects for areas | ||
+ | * set particle effects for entity afflicted status effects |
Revision as of 08:18, 17 December 2010
Contents
Scripting
- Script slots
- pickup
- use
- update
- approach
Gameplay
- hotkeys
- item identification
- cursed/blessed items
- (maybe?) character generation
- recipes
Logic
- query skill effectiveness
- base skill effectiveness (no criticals or randomness)
- the consume use case for books and potions.
- implement and activate unused/unactivated scripts slots
- temporary spell effects for wielded items,
- multiple status effects on a single use, separate chargeflags, multiplier, duration and element.
- make sure to use each for the right purpose
- Projectiles
- rewrite ricochet, gravity related stuff is weird
- P_PERSIST flag; allows you to hit multiple enemies through them
- keep track of victims or allow repeat hits?
- target types
- cone
- self-area/multi
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)
- state - don't favour nearby waypoints if currently in use
- ai tags
- identify purpose and effect of entities in game world for the AI
Cutscenes
- create a cutscene variant which can't be skippped
- some sort of skipping bar (1000 ms?) to prevent accidental skips
Renderer
- particles for active spell effects
- 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
- save to temporary file and rename if rite is successful.
- does not produce corrupt savegames if the process is interrupted.
- flat file export of current script/data definitions (maybe)
- couple with ingame menus for realtime modification (maybe)
Particles
- refactor particle definitions to only contain one list of particle/model/colour/light stuff.
- set particle effects for each stage of projectiles
- set particle effects for areas
- set particle effects for entity afflicted status effects