Completely redesigned the TODO list

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Polonkai Gergely 2012-03-27 08:39:33 +00:00
parent 4bdb549e07
commit d1f761fe49

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TODO
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@ -15,315 +15,353 @@ Legend
Data storage and code flow
--------------------------
[ i] Store EVERYTHING in an SQLite3 database
[ i] * Store EVERYTHING in an SQLite3 database
[ i] Separate threads for separate jobs. Game thread for accepting players,
maintenance thread to continuously maintain the database, chat threads for
different chat protocols, world builder thread for online world building.
[ i] * Separate threads for separate jobs. Game thread for accepting players,
maintenance thread to continuously maintain the database, chat threads
for different chat protocols, world builder thread for online world
building.
[ ] All descriptions should be written in a markup language to support bold,
[ ] * All descriptions should be written in a markup language to support bold,
underline, colours, and such
[f ] Loadable modules for commands, races, classes, etc.
[f ] * Loadable modules for commands, races, classes, etc.
Game world
----------
* Movement
- 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
[ ] * Movement
[ i] - 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
[ ] - <mob> arrives from <direction>
* Planets/Planes
- Rooms are connected to Planets
- Planets are connected to Planes
- Rooms may have different descriptions depending on the Plane the Character
is active on
[ i] * Planets/Planes
[ i] - Rooms are connected to Planets
[ i] - Planets are connected to Planes
[ ] - Rooms may have different descriptions depending on the Plane the
Character is active on
* Player grouping (AKA Party)
[ ] * Player grouping (AKA Party or formations)
[ ] - Group leader (can promote others, demoting themselves)
[ ] - Maximum group size
[ ] - Following is not grouping
* People start in a well-defined start location (randomly selected during
[ ] * 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?)
[ ] - 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.
- Housing should be decorated with different objects.
- Houses get untidy over time, so they need to be cleaned
- House maids
[ ] * 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.
[ ] - Housing can be decorated with different objects ('decoration' item
flag; can not exceed a maximum number, depending on house size).
[ ] - Houses get untidy over time, so they need to be cleaned
[ ] - House maids (for cleaning, and maybe basic cooking)
[ ] - Houses have a fix price
[ ] - Locks
[ ] . Locks of houses not visited occasionally get more and more rusty,
making it easier to break into them. Burglars can take whatever
they want!
[ ] . Locks decompose after a given time, making the house door openable
and the house accessible to anyone
[ ] . Fixing the lock requires Mechanics after a given amount of condition
loss, otherwise a small amount of oil helps
[ ] . Unowned houses' locks are maintained regularly
[ ] . Houses must be bought, players can't just occupy an abandoned one
(or can they? Funny decision to make, maybe it will be
configurable instead). Abandoned houses instead get occupied by
town guards, and are sold again after a given time.
* Inn and Tavern system
- Characters can set their hometown in an Inn; however, Inns have only a
[ ] * 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)
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)
* 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
[ ] * Item disposal methods
[ ] - Drop (DROP <item>)
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 (DONATE <item>)
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
random, maybe). Donations are recorded, and the characters who
donate in larger amounts and/or more valuable items may get rewards
for public service. Items dropped in donation centers also count as
donated
[ ] - Sacrifice (SACRIFICE <item> [to] <god>)
Sacrificed items become energy, which the Gods retun as Sacrifice
Points
[ ] - Salvage (SALVAGE <item>)
Most items can be salvaged to get some raw materials back. Of
course, it is way less than the original amount required to craft
the item. Salvaging may require tools.
[ ] - Auction (AUCTION <item>)
Items can be auctioned at the Market Squares
* 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
[ ] * 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
- Combat/Pack animals
- Mounts (may also act as combat/pack animals)
- Charming
- Servants, pages
[ ] * Companions
[ ] - Combat/Pack animals
[ ] - Mounts (may also act as combat/pack animals)
[ ] - Charming
[ ] - Servants, pages
* Gods
- Gods may be chosen upon character creation (for wMUD, a character MUST have
at least two Gods)
- Sacrifices
- Prayers
[ ] * Gods
[ ] - Gods may be chosen upon character creation (for wMUD, a character MUST
have at least two Gods in Iminiru. Amount should be configurable)
[ ] - Sacrifices
[ ] - Prayers
* Reputation system
[ ] * Reputation system
* 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)
[ ] * Player Clans
[ ] - Clan bank
[ ] - Clan wars (Players from a Guild may PK players from another Guild if
the two Guilds are in war with each other)
* Item types
- Armour/Clothing
. Shields
- Weapon
. Ballista
. Bashing
. Bow
. Crossbow
. Club
. Knuckle
. Lash
. Net
. Piercing
. Slashing
. Whip
- Potion
- Poison (appliable to weapons)
- Food/Water/Alcohol/Sugar
- Light
. Maybe these objects (or some of them) should be seen in the dark
- Spell reagent
- Material
- Artifacts
- Containers
. Bags
[ ] * Item types
[ ] - Armour/Clothing
[ ] . Shields
[ ] - Weapon
[ ] . Ballista
[ ] . Bashing
[ ] . Bow
[ ] . Crossbow
[ ] . Club
[ ] . Knuckle
[ ] . Lash
[ ] . Net
[ ] . Piercing
[ ] . Slashing
[ ] . Whip
[ ] - Potion
[ ] - Poison (appliable to weapons)
[ ] - Food/Water/Alcohol/Sugar
[ ] - Light
[ ] - Spell reagent
[ ] - Material
[ ] - Artifacts
[ ] - Containers
[ ] . Bags
[ ] . Chests
* Death system, Rebirth
[ ] * Death system, Rebirth
* War Machines
[ ] * War Machines
* Shops
- Most shops should open/close depending on the in-game time
[ ] * Shops
[ ] - Most shops should open/close depending on the in-game time
* Skills/Spells/Talents granted by the Gods
- Fear
[ ] * Skills/Spells/Talents granted by the Gods
[ ] - Fear
* Magic Profession
[ ] * Magic Profession
* Fighting Professions with practicing
- Disarm
- Dual Wield
- Stun
[ ] * Fighting Professions with practicing
[ ] - 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
possible
[ ] * 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
[ ] * 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
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.
[ ] * Quests
[ ] - Quests given by NPCs
[ ] - Player creatable quests
[ ] - 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
menu), or even via IRC or something like that
[ ] * 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?
[ ] * Speedwalking?
* Arenas
[ ] * Arenas
* Mercy mob flag: mobs will stop attacking if their enemy is unable to fight
any more
[ ] * 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,
[ ] * Mobs should be able to wear/wield items, have an inventory, have Skills,
Spells and Talents
* Sneaking, thieving, robbery
- 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
[ ] * Sneaking, thieving, robbery
[ ] - 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
[ ] * 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
[ ] * 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 or Countries)
[ ] * Money (with the possibility to create several money types, like
different currencies for different Races or Countries)
[ ] - Money has weight
* Banks
- Money deposit (with interest in some banks)
- Storage, for a fee
- Loans
[ ] * Banks
[ ] - 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
[ ] * 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
[ ] * 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
[ ] * Item modifiers, like sharpening stones
* Item durability. Items must have a Profession and a Profession Level
[ ] * Item durability. Items must have a Profession and a Profession Level
associated to them to show who can repair it
* <mob> arrives from <direction>
[ ] * Mob glowing (e.g they will be unable to sneak)
* Mob glowing (e.g they will be unable to sneak)
[ ] * Polls
* Polls
[ ] * Configurable prompt
* Configurable prompt
[ ] * Marriage?
* Marriage?
[ ] * Character titles, which can be rewards for quests, or be bought for a
high amount of money
* Character titles, which can be rewards for quests, or be bought for a high
amount of money
[ ] * Spirit world
[ ] - 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.
* Spirit world
- 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)
* Blood may remain on the floor during a fight (even without a kill)
[ ] * Special rooms
[ ] - 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
* Languages
[ ] * Books
* 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
* 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 ;) )
* 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.
* 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 create mazes or to hide
stuff)
* Automatically hiding/appearing exits (e.g to create mazes or to hide stuff)
[ ] * Mailing
* Mailing
[ ] * Abilities
[ ] - 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
* Abilities
- 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.
[ ] * 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 already defined in Zim Wiki:
[ ] - DROP
[ ] - GET
[ ] - PRACISE/PRACTICE
[ ] - PRAY
[ ] - RECALL
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
[ ] * Commands that should be present
[ ] - AFFECTS
Shows all the spells that affects the character (spell name, apply
count, duration, applier name)
[ ] - SCORE
Shows the player's statistics
[ ] - INVENTORY
Shows the character's inventory
[ ] - EQUIPMENT
Shows the equipped items
[ ] - 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]
[ ] . AUTOEXIT [ON ]
[ ] . 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
Exits the game
[ ] - LOGOUT
Goes back to the intro menu
[ ] - USE
Use objects in hand (map, weapons with spells, etc.), or in room
(buttons, levers, etc.)
Materia Magica command list