Re-organized to-do list

TODO list is a bit messy, so I'm trying to reorganize it over time; this is the
first step.
This commit is contained in:
Polonkai Gergely 2012-03-14 19:02:19 +00:00
parent 1eb1482f35
commit 742e8ede7f
1 changed files with 519 additions and 644 deletions

501
TODO
View File

@ -1,4 +1,11 @@
wMUD TODO file
==============
This file is continuously migrated into the Zim wiki (later it will become
media or dokuwiki).
Data storage and code flow
--------------------------
* Store EVERYTHING in an SQLite3 database
@ -9,118 +16,99 @@ wMUD TODO file
* All descriptions should be written in a markup language to support bold,
underline, colours, and such
Game world
----------
* 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
- 10 directions (N, E, S, W, NE, NW, SE, SW, U, D)
- Also, some rooms may have other exits, like portals, which can be ENTER'ed.
- 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
- Rooms are connected to Planets
- Planets are connected to Planes
- 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)
* People start in a well-defined start location (randomly selected during
character generation)
- All Races have at least one possible start locations
- The whole world should have one fallback start location (Tree of Memories?)
* 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.
- Housing should be decorated with different objects.
- Houses get untidy over time, so they need to be cleaned
- House maids
* The whole world should have one fallback start location (Tree of Memories?)
* Inn and Tavern system
- 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
- Tavern system
. Tables and chairs
. Tables are private chat rooms with a maximum number of members
. Each tavern has a fixed amount of tables and chairs
. Chairs can be moved from one table to another
. Tables have a maximum number of chairs (which may vary depending on the
table's size)
* All Races have at least one possible start locations
* Item disposal methods
- Drop
Dropped items don't generate points, nor money. They also get the dropped
flag, so they loose some (most) of their property bonuses unless their
original owner picks them up
- Donation
Donated items automatically appear in the nearest donation room (or
random, maybe). Donations are recorded, and the characters who donate in
larger amounts and/or more valuable items may get rewards
- Sacrifice
Sacrificed items become energy, which the Gods retun as Sacrifice Points.
- Salvage
Most items can be salvaged to get some raw materials back
- Auction
Items can be auctioned at the Market Squares
* 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)
* Item creation (AKA combining or Professions)
- Trainers, who know only specific recipes
- Recipe scrolls (e.g to be dropped by mobs and such)
- Corpse skinning (only specific corpses)
- Corpse butching (only specific corpses)
- Fishing
- Mining
- Foraging
- Blacksmithing
- Alchemy
* Companions
o Combat/Pack animals
o Mounts (may also act as combat/pack animals)
o Charming
* Auction system
* Item donation
- Combat/Pack animals
- Mounts (may also act as combat/pack animals)
- Charming
- Servants, pages
* Gods
o Gods may be chosen upon character creation (for wMUD, a character MUST have
- Gods may be chosen upon character creation (for wMUD, a character MUST have
at least two Gods)
- Sacrifices
- Prayers
* Reputation system
* Player Guilds
* Sacrifices
* Prayers
* Player Clans
o Clan bank
o Clan wars (Players from a Guild may PK players from another Guild if the
two Guilds are in war with each other)
* Item types
o Armour/Clothing
- Armour/Clothing
. Shields
o Weapon
- Weapon
. Ballista
. Bashing
. Bow
@ -132,31 +120,33 @@ wMUD TODO file
. Piercing
. Slashing
. Whip
o Potion
o Poison (appliable to weapons)
o Food/Water/Alcohol/Sugar
o Light
- Potion
- Poison (appliable to weapons)
- Food/Water/Alcohol/Sugar
- Light
. Maybe these objects (or some of them) should be seen in the dark
o Spell reagent
o Material
o Artifacts
- Spell reagent
- Material
- Artifacts
- Containers
. Bags
* Death system, Rebirth
* War Machines
* Shops
o Most shops should open/close depending on the in-game time
- Most shops should open/close depending on the in-game time
* Skills/Spells/Talents granted by the Gods
o Fear
- Fear
* Magic Profession
* Fighting Professions with practicing
o Disarm
o Dual Wield
o Stun
- Disarm
- Dual Wield
- Stun
* The whole system should be built with class support, although wMUD will
technically have only one "Adventurer" class. Also, multiclassing should be
@ -169,9 +159,11 @@ wMUD TODO file
Reborn characters have the possibility to regain all their old powers after a
few years
* Quests given by NPCs
* Player creatable quests
* Quests
o Quests given by NPCs
o Player creatable quests
o Character bounty, which can be placed by other characters for a fee (should
be enabled per world), or NPCs.
* In-game chat (whisper, say, shout, emotes, group/party, guild). Guild chat
should be accessible without entering the game (from the Circle-like main
@ -181,8 +173,6 @@ wMUD TODO file
* 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
@ -190,41 +180,39 @@ wMUD TODO file
Spells and Talents
* Sneaking, thieving, robbery
o A mob may steal stuff from you, you may detect it, and maybe able to catch
- 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.
- Player killing/thieving should be enabled/disabled per world
* Gossips
* Bragging NPCs: if a character gets killed by a specific NPCs, those NPCs will
humiliate that character for a while
- 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)
currencies for different Races or Countries)
* Banks
o Money deposit (with interest in some banks)
o Storage, for a fee
o Loans
* Guild bank
- Money deposit (with interest in some banks)
- Storage, for a fee
- Loans
* 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
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
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
@ -233,12 +221,6 @@ wMUD TODO file
* <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
@ -251,17 +233,16 @@ wMUD TODO file
amount of money
* Spirit world
o Some rooms (at least one) should be marked as Spirit World. Upon death,
- 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)
* Special rooms
o Death trap rooms
o Regeneration rooms
o Teleportation objects (portal machines) and rooms (elevators)
* Languages
@ -275,198 +256,92 @@ wMUD TODO file
* 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)
* Automatically hiding/appearing exits (e.g to create mazes or 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
- Rolled upon character creation
- May be trained (ability training may be enabled/disabled system wide)
- There should be a racial maximum
- May be modified by affections and worn items
- May increase/decrease with age
* Tattoes, scars, piercings, etc.
Commands
--------
* Commands already defined in Zim Wiki:
- DROP
- GET
- PRACISE/PRACTICE
- PRAY
- 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)
- SURVEY
- TALE
* Commands that should be present
- AFFECTS to show all the spells that affects the character (spell name,
apply count, duration, applier name)
- SCORE to show the player's statistics
- INVENTORY to show the character's inventory
- EQUIPMENT to show the equipped items
- AUTOEXIT to toggle exit display on LOOK
- LOOK
- EXITS
- EXAMINE should be an alias to LOOK, except it should work only on objects
- CONSIDER
- 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 ]
- BURY/DIG
- EQUIP/WIELD
- IGNORE/UNIGNORE
- WHO/WHOIS
- QUIT should exit the game
- LOGOUT should go back to intro menu
- USE may use objects in hand (map, weapons with spells, etc.), or in room
(buttons, levers, etc.)
Materia Magica command list
===========================
---------------------------
$ = gold
. = shout
/ = chat
; = formtalk
? = help
away
affects
affected
auction
align
alias
alliance
bury
build
backstab
bash
breathe
bank
cast
channels
combat
ctf
clear
cls
commands
consider
chat
clan
clantalk
ct
close
charge
chess
changes
credits
class
challenge
description
donate
dream
dig
drink
drop
disarm
dismount
effects
evoke
equipment
examine
enter
extinguish
emote
eat
empty
equip
fill
feed
flee
friends
faction
formation
ft
feign
get
gold
give
grab
grapple
guide
gohome
hitch
help
hold
herald
hint
hide
history
home
inventory
invoke
ignore
kill
kick
knock
look
light
levels
lock
locker
lay
mix
memorize
mail
marks
mount
news
novice
notify
order
open
practice
pktalk
pray
pick
put
pull
push
play
protocols
page
quest
quit
rest
read
report
rules
relay
reply
remove
run
recall
rewardunit
religion
raise
snare
sit
stand
sweep
score
socials
skills
scan
survey
say
sayto
shop
shout
search
sacrifice
set
sleep
sneak
ship
steal
shift
slit
strike
tell
tag
time
termreset
typo
title
turn
take
throw
track
train
unhitch
use
unequip
unlock
vendor
visible
version
wield
who
whisper
weather
wimpy
wear
write
wake
where
yell
away affects affected auction align alias alliance bury build backstab bash
breathe bank cast channels combat ctf clear cls commands consider chat clan
clantalk ct close charge chess changes credits class challenge description
donate dream dig drink drop disarm dismount effects evoke equipment examine
enter extinguish emote eat empty equip fill feed flee friends faction formation
ft feign get gold give grab grapple guide gohome hitch help hold herald hint
hide history home inventory invoke ignore kill kick knock look light levels
lock locker lay mix memorize mail marks mount news novice notify order open
practice pktalk pray pick put pull push play protocols page quest quit rest
read report rules relay reply remove run recall rewardunit religion raise snare
sit stand sweep score socials skills scan survey say sayto shop shout search
sacrifice set sleep sneak ship steal shift slit strike tell tag time termreset
typo title turn take throw track train unhitch use unequip unlock vendor
visible version wield who whisper weather wimpy wear write wake where yell
CircleMUD commands
==================
------------------
{ "north" , POS_STANDING, do_move , 0, SCMD_NORTH },
{ "east" , POS_STANDING, do_move , 0, SCMD_EAST },