From 3d67b0ad57f781f05802382965f0a65611e5a54a Mon Sep 17 00:00:00 2001 From: "Gergely Polonkai (W00d5t0ck)" Date: Wed, 7 Mar 2012 19:07:23 +0100 Subject: [PATCH] Added a TODO file This file contains all the features I want to put in the code over time. It will grow for sure ;) --- TODO | 287 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 287 insertions(+) create mode 100644 TODO diff --git a/TODO b/TODO new file mode 100644 index 0000000..a06b59f --- /dev/null +++ b/TODO @@ -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 + +* arrives from + +* 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