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z_todo.md

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Message Project:

[] All print statments in all functions are shipped to the message class and handled there, even if it's just a dumb print the input str funciton, prep for curses down the road

V2 Goals (The Party Update)

[] RPC for Mystery Encounters [] Merge Rest & Mystery Encounters [] Finish Merchant Interaction [] Polish Special Encounters [] Remove all remaining "You" Messages [] Remove Follower [] Add Randomness to Damage [] Remove direct prints from rest and mystery encounters~ [] Move special encounter to line up with new json fommating [] Sweep for junk funcitons &| bloat [] Add enemy AIs [] add multi action encounters (you rest for the night but are robbed in your sleep and lose all of your gold!) [*] Find out how auto player can buy infinite potions at the shop?

RoadMap

Combat Update

Flesh out combat system with blocking, damage types (melee, magic, frost, fire), add unique attacks to players and enemies add persistent effects, allowing for lingering damage, healing spells, defense buffs [] add AOE attack that can hit all enemy or player instances [] Add Defend, Evade, Elude for secondary combat action [] Specalization based Attack Names (3 grades)

[] add 2nd attack type for each class with new names [] add damage type (Magic, Melee) + Resistances based on Specalization

Updated combat Ideas:

Main Attack Special attack (AOE For Mages, Dismember for warriors, Poision Blade for Rogue)

AOE: Attack all targets with 3/4 attack power, deals 1/8 of damage to self

Dismember: Deal 1/4 damage but reduce enemy attack by 25% (once per enemy)

Poison Blade: Deal 1/2 damage but Emeny takes 1/4 damage per turn for the rest of the battle

Mini Dungeons as Objects & encounter Expansions

build mini dungeons as objects with custom actors, rewards, and routes

mini_dungeon:{
    "enemy_list": [],
    "length" : 10,
    "final_boss": {},
    "reward":{}
}

Add negative progress encounter (you get lost a lose a days progress) add shortcuts, with dynamic chances for enemy and rest encounters optional mini dungeons Move all json files to a story dir with support for multiple files in enemies_common, encounters_special etc, to make it easy to import or export custom event packs

Arch & Spec

take the current 3 specaliazations and make them archetypes, then within those options for 3 archetypes

  • palidin, barbarian, knight
  • Wizard, Battle Mage, Sorcerer
  • Assasin, Theif, ?

Leveling & Purchasing

Players become stronger as they progress and can gain temp and perm buffs from items, either found or bought [] expand merchant system [] add leveling system based on battle actions

Encouter updates

It might make sense to integrate enemy encounters into the standard encounter system and make that more robust, add "ENEMY ENCOUTNER" to the encounter JSON system? IDK may end up being too complex