RPG todo
From Platinum Arts Sandbox Free 3D Game Maker
Contents
Gameplay
- hotkeys
- special item properties
- money (constant value for all purposes)
- cursed status
- unidentified status
- hide true power or make it a lot less useful?
- (maybe?) character generation
- sneaking/stealth
- light and visibility
- silhouettes and light levels?
- stealing
- proper friendly fire protection
- 0 - no protection (default)
- 1 - prevents you from hurting yourself
- 2 - 1 + prevents you from hurting allies
- 3 - allows injury to hostile characters only
- spell types
- movement (paralysis counters)
- vocal (silence counters)
Logic
- the consume use case for books and potions.
- statusgroups on items
- temporary spells that alters the properties of the weapon
- multiple at once with different targets.
- 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
- status types
- dispel - should work on individual effects
- silence
- paralysis/stun
- Expose a tonne of constants to Cubescript for configuration at the game maker's discretion. These include leveling and power curves
- arbitrary trigger bounding box scales
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 (parsing the script for these is simply not practical)
- alternatively use simpler more specific types, such as "door", "container", "portal" and "mover" as opposed to a singular "object"
- identify purpose and effect of entities in game world for the AI (parsing the script for these is simply not practical)
Cutscenes
- 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
- sorting and filters
Sound
- sounds while charging spells
- sounds for projectile firing, travel and death
- sounds for active statusgroups
- (maybe) voiced dialogue
I/O
- flat file export of current script/data definitions (maybe)
- couple with ingame menus for realtime modification (maybe)
- save and restore AI directives
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)