Difference between revisions of "RPG todo"

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m (Logic)
(Scripting)
Line 2: Line 2:
 
* hard coded signals
 
* hard coded signals
 
** use
 
** use
** update
 
 
** approach
 
** approach
** sight
 
  
 
=Gameplay=
 
=Gameplay=

Revision as of 20:13, 8 April 2011

Scripting

  • hard coded signals
    • use
    • 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.
  • 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
    • improve ricochet, gravity related stuff is funky
  • target types
    • cone
    • self-area/multi

GUI

  • inventory
    • item examination
  • status effects
  • trade
  • stats
  • crafting
  • journal
  • newui variants

Recipes

  • (maybe) allow in game apparatuses to act as a catalyst
    • (maybe) several catalysts and ingredients list? or just duplicate and alter the recipe?

AI

  • queued prioritised actions
    • most important done first
    • multitasking
  • waypoints
    • randomness
    • state - don't favour waypoints which are 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

  • set particle effects for entity afflicted status effects
  • vary spawned amount of particles depending on distance (few when close, full amount when far away)