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ideas.txt
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64 lines (53 loc) · 3.58 KB
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features :
make different areas for start
random merchants
make flee chance dependent on mob with a parameter (eg : speed or agility) + stamina left
make quests procedurally generated
make floors for the dungeon with floor bosses
make semi random champions and elites spawns
make around village exploration richer, find items, encounter merchants, being ambushed
make choices done by key presses instead of typing a enter each time
randomize some properties like power or health points
make undead monsters have a living state instead of a specific species => abiity for damage types to be efficient against undead + original species
find a way to use ranks but differenciate numeral ranks from letter ranks
make a random name (composed of syllabs) engine for village names
make defined major NPC in a list but make random npc register by characters so it randomizes for every player
add a tag system to make specific damage easier : dictionary of tags inside the dictionary of each template and definition
maybe : include exchange between characters if possible
save feature :
save the boolean for creation and feeding of databases => python file or external file ?
save characters by player and one folder containing all the save file for each player
exploration feature :
integration wanted : exploration => combat OR merchant OR find item OR find place OR find tumb with epitaphs or items...
make a small random to have events playing in the dungeon such as find an item, see a monster and decide to attack or not, find a chest, a hidden way, or a trap
make a counter in case randomness chooses too many times in a row the same monster (store monster name, increment counter, if counter > x then choose another monster)
OR implement dictionaries to have monster frequencies
OR keep the list and make a dictionary with a zip against a list of frequencies
make environment types have a certain difficulty factor : for monsters that appear and climatic events like sandstorms or snow storms, floods... for random funny events
hardcoded dungeons are handplaced into the world, but procedurally generated ones can appear virtually anywhere
combat feature :
make combat decisions based on character class
make subfunctions for combat turns so I can decide for initiative from the player or from the monster
make another function for choosen combat when the exploration function gives the monster itself, which will call subfunctions
make an arena system with opponent lists (raised monsters, human classes) with another combat function called arena
make a combat loop or partial loop for the arena to be able to alter coins and XP gains
humans have a specific arena characteristic for coins because there will be clandestine arena battles in the wild
death handling feature :
if resurrection function called, it will handle XP and coin losses and resurrect player at 50% life
if not called, ironman mode is activated, and that character is deleted from memory
npc feature :
random npc : names, surnames, nicknames, origin (country, continent, city), specialization (job, class), personalities
make dictionaries for each characteristic
statistics feature :
add stats to character templates and definitions
differenciate main and secondary stats
derived stats formulas =>
classes feature :
make classes real dictionnaries to choose from
each class will call it's own definition and template upon choice
transform :
dungeon function to have choice which then leads to other functions
exploration function to be different depending on environment around villages
final before continuing dev :
=> separate functions into files : done for database !
debug :