Difference between revisions of "RPG todo"

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(AI)
Line 11: Line 11:
 
* 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)
* ability to distribute stat points
 
 
* 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=
Line 80: Line 83:
 
* 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

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