Added a TODO file
This file contains all the features I want to put in the code over time. It will grow for sure ;)
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							| @@ -0,0 +1,287 @@ | ||||
| wMUD TODO file | ||||
|  | ||||
| * Store EVERYTHING in an SQLite3 database | ||||
|  | ||||
| * At least two threads. One of them should continuously write everything back | ||||
|   to the database, while the other one should serve the connections. Maybe the | ||||
|   out-of-game chat should be outsourced to a separate thread, either. | ||||
|  | ||||
| * All descriptions should be written in a markup language to support bold, | ||||
|   underline, colours, and such | ||||
|  | ||||
| * Movement | ||||
|   o 10 directions (N, E, S, W, NE, NW, SE, SW, U, D) | ||||
|   o Also, some rooms may have other exits, like portals, which can be ENTER'ed. | ||||
|   o Doors can be locked or hidden | ||||
|  | ||||
| * Planets/Planes | ||||
|   o Rooms are connected to Planets | ||||
|   o Planets are connected to Planes | ||||
|   o Rooms may have different descriptions depending on the Plane the Character | ||||
|     is active on | ||||
|  | ||||
| * Commands already defined in Zim Wiki: | ||||
|   o DROP | ||||
|   o GET | ||||
|   o PRACISE/PRACTICE | ||||
|   o PRAY | ||||
|   o RECALL should take back the character to their house, or the Inn room they | ||||
|     have rented. Specific rooms may have a flag so there must be no recall from | ||||
|     them (this should also mean that upon logout/login, the character will get | ||||
|     back to this room) | ||||
|   o SURVEY | ||||
|   o TALE | ||||
|  | ||||
| * Commands that should be present | ||||
|   o AFFECTS to show all the spells that affects the character (spell name, | ||||
|     apply count, duration, applier name) | ||||
|   o SCORE to show the player's statistics | ||||
|   o INVENTORY to show the character's inventory | ||||
|   o EQUIPMENT to show the equipped items | ||||
|   o AUTOEXIT to toggle exit display on LOOK | ||||
|   o LOOK | ||||
|   o EXITS | ||||
|   o EXAMINE should be an alias to LOOK, except it should work only on objects | ||||
|   o CONSIDER | ||||
|   o SET | ||||
|     . AUTOLOOT    [OFF] | ||||
|     . AUTOSKIN    [OFF] | ||||
|     . AUTODRAIN   [OFF] | ||||
|     . AUTOSPLIT   [OFF] | ||||
|     . COLOR       [ON ] | ||||
|     . AUTOLOOK    [ON ] | ||||
|     . WIMPY       [OFF] | ||||
|     . AUTOCONSUME [OFF] (To automatically consume food and drink when | ||||
|                          hungry/thirsty) | ||||
|     . GROUPINV    [ON ] | ||||
|     . PAGELENGTH  [30 ] | ||||
|   o BURY/DIG | ||||
|   o EQUIP/WIELD | ||||
|   o IGNORE/UNIGNORE | ||||
|   o WHO/WHOIS | ||||
|   o QUIT should exit the game | ||||
|   o LOGOUT should go back to intro menu | ||||
|   o USE may use objects in hand (map, weapons with spells, etc.), or in room | ||||
|     (buttons, levers, etc.) | ||||
|  | ||||
| * Player grouping (AKA Party) | ||||
|  | ||||
| * Housing system should automatically expand towns (this will be fun to write). | ||||
|   Maybe a better alternative is to check for free housing and if the amount | ||||
|   goes too low, manually create some new one. | ||||
|   o Housing should be decorated with different objects. | ||||
|  | ||||
| * The whole world should have one fallback start location (Tree of Memories?) | ||||
|  | ||||
| * All Races have at least one possible start locations | ||||
|  | ||||
| * People start in a well-defined start location (randomly selected during | ||||
|   character generation) | ||||
|  | ||||
| * Characters can set their hometown in an Inn; however, Inns have only a | ||||
|   limited amount of rooms. Inn rooms cost some amount of gold per day, which is | ||||
|   pre-paid. If the rent is over, the character's start location is set to one | ||||
|   of the racial defaults. If the character is online when the rent is over, | ||||
|   they should get a warning message about this. If the player gets an own | ||||
|   house, their home location should be automatically set to it | ||||
|  | ||||
| * Item creation (AKA combining or Professions, like Blacksmithing and Alchemy) | ||||
|   o Trainers, who know only specific recipes | ||||
|   o Recipe scrolls (e.g to be dropped by mobs and such) | ||||
|   o Corpse skinning (only specific corpses) | ||||
|   o Corpse butching (only specific corpses) | ||||
|   o Fishing | ||||
|   o Mining | ||||
|   o Foraging | ||||
|  | ||||
| * Container items (bags) | ||||
|  | ||||
| * Companions | ||||
|   o Combat/Pack animals | ||||
|   o Mounts (may also act as combat/pack animals) | ||||
|   o Charming | ||||
|  | ||||
| * Auction system | ||||
|  | ||||
| * Item donation | ||||
|  | ||||
| * Gods | ||||
|   o Gods may be chosen upon character creation (for wMUD, a character MUST have | ||||
|     at least two Gods) | ||||
|  | ||||
| * Reputation system | ||||
|  | ||||
| * Player Guilds | ||||
|  | ||||
| * Sacrifices | ||||
|  | ||||
| * Prayers | ||||
|  | ||||
| * Item types | ||||
|   o Armour/Clothing | ||||
|     . Shields | ||||
|   o Weapon | ||||
|     . Ballista | ||||
|     . Bashing | ||||
|     . Bow | ||||
|     . Crossbow | ||||
|     . Club | ||||
|     . Knuckle | ||||
|     . Lash | ||||
|     . Net | ||||
|     . Piercing | ||||
|     . Slashing | ||||
|     . Whip | ||||
|   o Potion | ||||
|   o Poison (appliable to weapons) | ||||
|   o Food/Water/Alcohol/Sugar | ||||
|   o Light | ||||
|     . Maybe these objects (or some of them) should be seen in the dark | ||||
|   o Spell reagent | ||||
|   o Material | ||||
|   o Artifacts | ||||
|  | ||||
| * Death system, Rebirth | ||||
|  | ||||
| * War Machines | ||||
|  | ||||
| * Shops | ||||
|   o Most shops should open/close depending on the in-game time | ||||
|  | ||||
| * Skills/Spells/Talents granted by the Gods | ||||
|   o Fear | ||||
|  | ||||
| * Magic Profession | ||||
|  | ||||
| * Fighting Professions with practicing | ||||
|   o Disarm | ||||
|   o Dual Wield | ||||
|   o Stun | ||||
|  | ||||
| * The whole system should be built with class support, although wMUD will | ||||
|   technically have only one "Adventurer" class. Also, multiclassing should be | ||||
|   possible | ||||
|  | ||||
| * Character aging, with racial maximum age. When a character is too old, they | ||||
|   can retire (e.g they will become story tellers or such), or die and rebirth. | ||||
|   Reborn characters have a bonus to their maximum age. Upon rebirth they create | ||||
|   a totally new character, with all their old data remaining in the database. | ||||
|   Reborn characters have the possibility to regain all their old powers after a | ||||
|   few years | ||||
|  | ||||
| * Quests given by NPCs | ||||
|  | ||||
| * Player creatable quests | ||||
|  | ||||
| * In-game chat (whisper, say, shout, emotes, group/party, guild). Guild chat | ||||
|   should be accessible without entering the game (from the Circle-like main | ||||
|   menu), or even via IRC or something like that | ||||
|  | ||||
| * Speedwalking? | ||||
|  | ||||
| * Arenas | ||||
|  | ||||
| * Player killing/thieving should be enabled/disabled per world | ||||
|  | ||||
| * Mercy mob flag: mobs will stop attacking if their enemy is unable to fight | ||||
|   any more | ||||
|  | ||||
| * Mobs should be able to wear/wield items, have an inventory, have Skills, | ||||
|   Spells and Talents | ||||
|  | ||||
| * Sneaking, thieving, robbery | ||||
|   o A mob may steal stuff from you, you may detect it, and maybe able to catch | ||||
|     it and get your stuff back. However, killing them in a city may result in | ||||
|     punishment by the guards. | ||||
|  | ||||
| * Gossips | ||||
|  | ||||
| * Bragging NPCs: if a character gets killed by a specific NPCs, those NPCs will | ||||
|   humiliate that character for a while | ||||
|  | ||||
| * Weapon USE: wielded weapons may do something (like cast spells or such) if a | ||||
|   specific attribute is set. The item spell should recharge over time, or | ||||
|   recharge upon a specific condition | ||||
|  | ||||
| * Money (with the possibility to create several money types, like different | ||||
|   currencies for different Races) | ||||
|  | ||||
| * Banks | ||||
|   o Money deposit (with interest in some banks) | ||||
|   o Storage, for a fee | ||||
|   o Loans | ||||
|  | ||||
| * Guild bank | ||||
|  | ||||
| * All looted items should be used in some way or another. Sacrifice is a common | ||||
|   way, but some items may be milled (e.g bones and herbs) or disassembled (e.g | ||||
|   Mechanics objects or armour), others may be used as raw materials. Extracted | ||||
|   body parts (e.g blood or meat) should decompose over time, even in an | ||||
|   inventory, unless put in a special container | ||||
|  | ||||
| * Object affects and attribute modifiers, like an earring which make the | ||||
|   character deaf. These affects may be hidden, and even delayed (e.g the | ||||
|   character puts on the earring that gives a high amount of charisma, but after | ||||
|   wearing it for a specific time, they will become deaf, and they will have no | ||||
|   idea what caused it. The same object can also be cursed, so it cannot be | ||||
|   removed except by some professional magicians | ||||
|  | ||||
| * Item modifiers, like sharpening stones | ||||
|  | ||||
| * Item durability. Items must have a Profession and a Profession Level | ||||
|   associated to them to show who can repair it | ||||
|  | ||||
| * <mob> arrives from <direction> | ||||
|  | ||||
| * Character bounty, which can be placed by other characters for a fee (should | ||||
|   be enabled per world), or NPCs. | ||||
|  | ||||
| * Guild wars (Players from a Guild may PK players from another Guild if the two | ||||
|   Guilds are in war with each other) | ||||
|  | ||||
| * Mob glowing (e.g they will be unable to sneak) | ||||
|  | ||||
| * Polls | ||||
|  | ||||
| * Configurable prompt | ||||
|  | ||||
| * Marriage? | ||||
|  | ||||
| * Character titles, which can be rewards for quests, or be bought for a high | ||||
|   amount of money | ||||
|  | ||||
| * Spirit world | ||||
|   o Some rooms (at least one) should be marked as Spirit World. Upon death, | ||||
|     characters get the DEAD flag, and get to this room. They must find their | ||||
|     way to remove the DEAD flag, and/or find a way back to the real world. | ||||
|  | ||||
| * Blood may remain on the floor during a fight (even without a kill) | ||||
|  | ||||
| * Death trap rooms | ||||
|  | ||||
| * Regeneration rooms | ||||
|  | ||||
| * Teleportation objects (portal machines) and rooms (elevators) | ||||
|  | ||||
| * Languages | ||||
|  | ||||
| * Books | ||||
|  | ||||
| * Rivers should have some kind of a current. If you get into a river (even on a | ||||
|   boat, or by swimming), it will move you automatically somewhere | ||||
|  | ||||
| * Gambling (may be illegal in some towns ;) ) | ||||
|  | ||||
| * Guides that can be payed for. E.g in a big city, a guide can lead you to the | ||||
|   Inn, or something like that for a small fee. | ||||
|  | ||||
| * Automatically hiding/appearing exits (e.g to created mazes to hide stuff) | ||||
|  | ||||
| * Mailing | ||||
|  | ||||
| * Abilities | ||||
|   o Rolled upon character creation | ||||
|   o May be trained | ||||
|   o There should be a racial maximum | ||||
|   o May be modified by affections and worn items | ||||
|   o May increase/decrease with age | ||||
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