Difference between revisions of "RPG todo"
From Platinum Arts Sandbox Free 3D Game Maker
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(→Cutscenes) |
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* create a cutscene variant which can't be skippped | * create a cutscene variant which can't be skippped | ||
* some sort of skipping bar (1000 ms?) to prevent accidental skips | * some sort of skipping bar (1000 ms?) to prevent accidental skips | ||
+ | * refactor actions | ||
+ | ** HUD - draws images and text on screen | ||
+ | ** camera - moves the camera | ||
+ | ** transforms - manipulates the HUD (ie, offset over time) | ||
+ | ** modes - different interpolation modes, ie linear(default), sinusoidal, exponential | ||
=Renderer= | =Renderer= |
Revision as of 22:52, 27 May 2011
Contents
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
- refactor actions
- HUD - draws images and text on screen
- camera - moves the camera
- transforms - manipulates the HUD (ie, offset over time)
- modes - different interpolation modes, ie linear(default), sinusoidal, exponential
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)