Difference between revisions of "RPG todo"

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(Logic)
(Renderer)
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* particles for active spell effects
 
* render attachments/equipment
 
* render attachments/equipment
 
* animations for weapons
 
* animations for weapons

Revision as of 02:20, 10 November 2010

Scripting

  • script state engine
    • push pop
    • contains hashtables for maps and entities
      • predefined variables such as "curmap", "player", "actor"
      • scripts do look ups by name
        • print debug info on failure
        • if modified the first named reference is changed

Gameplay

  • hotkeys
  • item identification
  • cursed/blessed items
  • (maybe?) character generation

Logic

  • query skill effectiveness
    • base skill effectiveness (no criticals or randomness)
  • ability to distribute stat points
  • ability to use consume effects
  • implement and activate unused/unactivated scripts slots
  • temporary spell effects for wielded items,
    • make sure to use each for the right purpose

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)

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

  • use generic "n of blah is stored here" and remove token based approach
  • flat file export of current script/data definitions (maybe)
    • couple with ingame menus for realtime modification (maybe)