288 lines
8.5 KiB
Plaintext
288 lines
8.5 KiB
Plaintext
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wMUD TODO file
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* Store EVERYTHING in an SQLite3 database
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* At least two threads. One of them should continuously write everything back
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to the database, while the other one should serve the connections. Maybe the
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out-of-game chat should be outsourced to a separate thread, either.
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* All descriptions should be written in a markup language to support bold,
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underline, colours, and such
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* Movement
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o 10 directions (N, E, S, W, NE, NW, SE, SW, U, D)
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o Also, some rooms may have other exits, like portals, which can be ENTER'ed.
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o Doors can be locked or hidden
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* Planets/Planes
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o Rooms are connected to Planets
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o Planets are connected to Planes
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o Rooms may have different descriptions depending on the Plane the Character
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is active on
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* Commands already defined in Zim Wiki:
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o DROP
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o GET
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o PRACISE/PRACTICE
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o PRAY
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o RECALL should take back the character to their house, or the Inn room they
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have rented. Specific rooms may have a flag so there must be no recall from
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them (this should also mean that upon logout/login, the character will get
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back to this room)
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o SURVEY
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o TALE
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* Commands that should be present
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o AFFECTS to show all the spells that affects the character (spell name,
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apply count, duration, applier name)
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o SCORE to show the player's statistics
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o INVENTORY to show the character's inventory
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o EQUIPMENT to show the equipped items
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o AUTOEXIT to toggle exit display on LOOK
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o LOOK
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o EXITS
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o EXAMINE should be an alias to LOOK, except it should work only on objects
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o CONSIDER
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o SET
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. AUTOLOOT [OFF]
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. AUTOSKIN [OFF]
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. AUTODRAIN [OFF]
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. AUTOSPLIT [OFF]
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. COLOR [ON ]
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. AUTOLOOK [ON ]
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. WIMPY [OFF]
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. AUTOCONSUME [OFF] (To automatically consume food and drink when
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hungry/thirsty)
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. GROUPINV [ON ]
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. PAGELENGTH [30 ]
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o BURY/DIG
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o EQUIP/WIELD
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o IGNORE/UNIGNORE
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o WHO/WHOIS
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o QUIT should exit the game
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o LOGOUT should go back to intro menu
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o USE may use objects in hand (map, weapons with spells, etc.), or in room
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(buttons, levers, etc.)
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* Player grouping (AKA Party)
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* Housing system should automatically expand towns (this will be fun to write).
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Maybe a better alternative is to check for free housing and if the amount
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goes too low, manually create some new one.
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o Housing should be decorated with different objects.
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* The whole world should have one fallback start location (Tree of Memories?)
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* All Races have at least one possible start locations
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* People start in a well-defined start location (randomly selected during
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character generation)
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* Characters can set their hometown in an Inn; however, Inns have only a
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limited amount of rooms. Inn rooms cost some amount of gold per day, which is
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pre-paid. If the rent is over, the character's start location is set to one
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of the racial defaults. If the character is online when the rent is over,
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they should get a warning message about this. If the player gets an own
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house, their home location should be automatically set to it
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* Item creation (AKA combining or Professions, like Blacksmithing and Alchemy)
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o Trainers, who know only specific recipes
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o Recipe scrolls (e.g to be dropped by mobs and such)
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o Corpse skinning (only specific corpses)
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o Corpse butching (only specific corpses)
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o Fishing
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o Mining
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o Foraging
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* Container items (bags)
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* Companions
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o Combat/Pack animals
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o Mounts (may also act as combat/pack animals)
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o Charming
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* Auction system
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* Item donation
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* Gods
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o Gods may be chosen upon character creation (for wMUD, a character MUST have
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at least two Gods)
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* Reputation system
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* Player Guilds
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* Sacrifices
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* Prayers
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* Item types
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o Armour/Clothing
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. Shields
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o Weapon
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. Ballista
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. Bashing
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. Bow
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. Crossbow
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. Club
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. Knuckle
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. Lash
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. Net
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. Piercing
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. Slashing
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. Whip
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o Potion
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o Poison (appliable to weapons)
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o Food/Water/Alcohol/Sugar
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o Light
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. Maybe these objects (or some of them) should be seen in the dark
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o Spell reagent
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o Material
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o Artifacts
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* Death system, Rebirth
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* War Machines
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* Shops
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o Most shops should open/close depending on the in-game time
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* Skills/Spells/Talents granted by the Gods
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o Fear
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* Magic Profession
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* Fighting Professions with practicing
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o Disarm
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o Dual Wield
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o Stun
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* The whole system should be built with class support, although wMUD will
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technically have only one "Adventurer" class. Also, multiclassing should be
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possible
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* Character aging, with racial maximum age. When a character is too old, they
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can retire (e.g they will become story tellers or such), or die and rebirth.
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Reborn characters have a bonus to their maximum age. Upon rebirth they create
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a totally new character, with all their old data remaining in the database.
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Reborn characters have the possibility to regain all their old powers after a
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few years
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* Quests given by NPCs
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* Player creatable quests
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* In-game chat (whisper, say, shout, emotes, group/party, guild). Guild chat
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should be accessible without entering the game (from the Circle-like main
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menu), or even via IRC or something like that
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* Speedwalking?
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* Arenas
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* Player killing/thieving should be enabled/disabled per world
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* Mercy mob flag: mobs will stop attacking if their enemy is unable to fight
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any more
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* Mobs should be able to wear/wield items, have an inventory, have Skills,
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Spells and Talents
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* Sneaking, thieving, robbery
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o A mob may steal stuff from you, you may detect it, and maybe able to catch
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it and get your stuff back. However, killing them in a city may result in
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punishment by the guards.
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* Gossips
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* Bragging NPCs: if a character gets killed by a specific NPCs, those NPCs will
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humiliate that character for a while
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* Weapon USE: wielded weapons may do something (like cast spells or such) if a
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specific attribute is set. The item spell should recharge over time, or
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recharge upon a specific condition
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* Money (with the possibility to create several money types, like different
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currencies for different Races)
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* Banks
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o Money deposit (with interest in some banks)
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o Storage, for a fee
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o Loans
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* Guild bank
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* All looted items should be used in some way or another. Sacrifice is a common
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way, but some items may be milled (e.g bones and herbs) or disassembled (e.g
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Mechanics objects or armour), others may be used as raw materials. Extracted
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body parts (e.g blood or meat) should decompose over time, even in an
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inventory, unless put in a special container
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* Object affects and attribute modifiers, like an earring which make the
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character deaf. These affects may be hidden, and even delayed (e.g the
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character puts on the earring that gives a high amount of charisma, but after
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wearing it for a specific time, they will become deaf, and they will have no
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idea what caused it. The same object can also be cursed, so it cannot be
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removed except by some professional magicians
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* Item modifiers, like sharpening stones
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* Item durability. Items must have a Profession and a Profession Level
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associated to them to show who can repair it
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* <mob> arrives from <direction>
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* Character bounty, which can be placed by other characters for a fee (should
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be enabled per world), or NPCs.
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* Guild wars (Players from a Guild may PK players from another Guild if the two
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Guilds are in war with each other)
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* Mob glowing (e.g they will be unable to sneak)
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* Polls
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* Configurable prompt
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* Marriage?
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* Character titles, which can be rewards for quests, or be bought for a high
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amount of money
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* Spirit world
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o Some rooms (at least one) should be marked as Spirit World. Upon death,
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characters get the DEAD flag, and get to this room. They must find their
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way to remove the DEAD flag, and/or find a way back to the real world.
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* Blood may remain on the floor during a fight (even without a kill)
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* Death trap rooms
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* Regeneration rooms
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* Teleportation objects (portal machines) and rooms (elevators)
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* Languages
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* Books
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* Rivers should have some kind of a current. If you get into a river (even on a
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boat, or by swimming), it will move you automatically somewhere
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* Gambling (may be illegal in some towns ;) )
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* Guides that can be payed for. E.g in a big city, a guide can lead you to the
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Inn, or something like that for a small fee.
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* Automatically hiding/appearing exits (e.g to created mazes to hide stuff)
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* Mailing
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* Abilities
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o Rolled upon character creation
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o May be trained
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o There should be a racial maximum
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o May be modified by affections and worn items
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o May increase/decrease with age
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