![]() ![]() This removes a neat emergent property though Charm of blinking will allow player to bypass all gates Once sound is implemented, sentinals should have a powerful shout Zig zag outter wall with rooms placed randomly within open spaces Locked stairs w/ switch (stops people from just skipping these levels) Remove islands to create extra open space The Under Grove: rare chance to spawn trees on level The Ice Caves: Orc fortess spawned in cave Additional rooms are then placed to the sides and connected A zig-zagging rift w/ surrounding cave of random width is generated across the map The Core: Efreeti Lord - high HP caster that leaves a trail of flaming clouds when moving The Under Grove: Druid - can summon vines under player, heals allies and hastes Fire mages need LoS with player to cast wall of fire stop exploring upon spotting friendly NPC Player moving w/ enemies in view while out of energy Enemy type that raises shield to counterattack Static level: The Sewers: All water w/ islands and bridges Main Dungeon II: Warlord - Casts AoE berserk on all allies, can summon orc warriors The Ice Caves Unique: Pack Leader - throws nets and summons wolves Corrosive Slime: to provide a corroding enemy Standardized poison mechanic pulled from old code The player can see submerged enemies if he is in the same water as it An enemy will resubmerge itself when it loses agro An enemy can resubmerge itself when low on health or if it cannot reach the player Keep track of numKeys and numTreasure rooms and spawn keys if its getting out of hand (reduce drop chance of keys) Range skill: accuracy - allows player to target through enemies Tome of Spell Mastary: provides the old attunement talents Tome of Fortitude: provides talents for all resists (provides alternative way to get resists) Tome of weapon mastary: contains talents that provide bonus w/ particular weapons Fountain of Attribute: str, dex, int (raises groupings of base stats) Temple at end of branch I (w/ at least 3 alters) Floating drop wall rooms (more critical moments + more chests) Scroll of blinking needs to show targeting box Don't popup rest text if enemies in view MAIN_DUNGEON_III + TIER_II AND TIER_III BRANCHES: Don't allow spawners, statues etc to regenerate health Fire Statue: Fire Cage ability (summon wall of fire around player) Dark elf mages summon imps along w/ their elemental attacks ![]() Merge ballista and slow projectile chooseAction Make sure healers, hasters etc cast on their allies (should work on player as well) Give lightning bolt a 3 wide starting AoE to make it just as effective as fireball at close range CC All cold abilities will create ice over waterS Freeze: freezes a single enemy in a block of ice Freezing wind: knocks back enemies in a cone (higher damage closer) Icy Emanation: summons clouds around player Assassins: all exp from kills + some bonus killing skills Barbarian uses rage as mana (cannot use magic spells) Enchanting a charm will recharge it fully Add charms to equipment drop chests such as zoo's Allow charms to be enchanted to increase max charges Athletics includes the strafe attack talent (applies to both ranged and melee attacks) Athletics includes the leap talent (jump over enemies or obsticles, tile simply must be visible) Characters should also use their dodge skill to determine if they can strafe dodge an attack This is because dodge is intrinsic i.e. Dodge should scale so as to be 50% as effective of equivalent armor class Multiplier on NPC damage so that elemental branches can be extra deadly w/o resistance Resistance as a number (acts just like defense) Enchanting a wand raises its max charges and fully recharges it I'll start cleaning this up and updating it over the course of dev. Order doesn't really mean anything, this is where I just sort of throw stuff as it occurs to me. not including major new systems or content. For reference for anyone interested. This is my short term TODO list i.e. ![]()
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