This file contains all the features I want to put in the code over time. It will grow for sure ;)
		
			
				
	
	
		
			288 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			288 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| wMUD TODO file
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| 
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| * Store EVERYTHING in an SQLite3 database
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| * Player grouping (AKA Party)
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| 
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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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| 
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| * The whole world should have one fallback start location (Tree of Memories?)
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| 
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| * All Races have at least one possible start locations
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| 
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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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| 
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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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| 
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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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| 
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| * Container items (bags)
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| 
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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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| 
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| * Auction system
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| 
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| * Item donation
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| 
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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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| 
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| * Reputation system
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| 
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| * Player Guilds
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| 
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| * Sacrifices
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| 
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| * Prayers
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| 
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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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| 
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| * Death system, Rebirth
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| 
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| * War Machines
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| 
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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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| 
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| * Skills/Spells/Talents granted by the Gods
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|   o Fear
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| 
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| * Magic Profession
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| 
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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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| 
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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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| 
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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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| 
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| * Quests given by NPCs
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| 
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| * Player creatable quests
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| 
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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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| 
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| * Speedwalking?
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| 
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| * Arenas
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| 
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| * Player killing/thieving should be enabled/disabled per world
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| 
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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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| 
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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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| 
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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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| 
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| * Gossips
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| * Guild bank
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| 
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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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| 
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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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| 
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| * Item modifiers, like sharpening stones
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| 
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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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| 
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| * <mob> arrives from <direction>
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| 
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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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| 
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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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| 
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| * Mob glowing (e.g they will be unable to sneak)
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| 
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| * Polls
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| 
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| * Configurable prompt
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| 
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| * Marriage?
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| 
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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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| 
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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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| 
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| * Blood may remain on the floor during a fight (even without a kill)
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| 
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| * Death trap rooms
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| 
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| * Regeneration rooms
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| 
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| * Teleportation objects (portal machines) and rooms (elevators)
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| 
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| * Languages
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| 
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| * Books
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| 
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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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| 
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| * Gambling (may be illegal in some towns ;) )
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| 
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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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| 
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| * Automatically hiding/appearing exits (e.g to created mazes to hide stuff)
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| 
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| * Mailing
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| 
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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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