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OLD_TODO.txt
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NOTE: ONLY SAVED FOR POSTERITY, PLEASE USE GIT FOR ALL NEW SUGGESTIONS/DISCUSSION
LONG-TERM FEATURES: Stuff I hope to finish in a year
Save NPCs.
Once NPCs are working, populate settlements with them. Make sure that the
code for placing an NPC REALLY WORKS, so that shopkeepers stay where
they're supposed to.
Most settlements belong to a faction; its citizens should too (mostly?)
Factions already get generated and placed in the world, but they have no
effect on it. Once NPCs are working, place faction patrols in the world.
Factions could control radio towers, spewing propaganda or using it to
recruit or start missions
Factions could have projects; exterminating the zombies in a given town,
clearing a particular forest, paving a new road!
Replace the Skills tab in character creation with a Class tab
Classes come with a set of items and the skills needed to use them
e.g. a handgun, ammo, & holster, plus handgun & firearms skills
Cap at one class? Or make it mix-and-match, purchasable with points?
Mix-and-match has the problem of giving the player too many
items to store, unless we start them with a backpack
Maybe add a trait that allows a player to take 2 classes
Classes may also have unique effects upon the game
Priests start with robe & collar and have bonuses when
interacting with religious NPCs
Wrap WINDOW* in a custom class. This will eliminate the possibility of
memory leaks from undeleted temporary windows, and will make porting to
different display libraries (e.g. tiles) much easier.
GENERAL:
More cultural references!
LOST: Black cloud monster, polar bear, hatches
Resident Evil style zombies
->The whole game is already a reference to Fallout, let's admit it. So
avoid Fallout references in general, they're too easy.
->Ditto for Half-Life, the game is saturated with HL references
Hellraiser: High level Void monsters could be Cenobites.
Bladerunner: "Androids And The People Who Kill Them"
Steam powered robots (built by post-apoc factions)
Wild Wild West, Miyazaki, Iron Giant, Neverhood, etc. etc.
2001: Get locked in a chamber with an insane computer which you must
disable
What are the other great "insane computer" movies?
Logan's Run: A faction that kills people when they reach 30
Six-String Samurai: Like, all the bad guys. Wind People.
Nausicaa: Radiation-purifying mushroom forests
They Live!: Special glasses that let you see "reality" somehow
Hidden doors? Some people are really disguised monsters?
Indiana Jones: Archeologist class, religious artifacts
The Warriors: Making gangs (basically small factions) with cool themes
and costumes would be nice.
Dr Strangelove: Mineshafts converted into bunkers; quotes
Ghostbusters: Weapons! Maybe ghosts.
OTHERS: Escape From New York,
Classes (see above under LONG-TERM) could draw from pop culture heros
Archeologist: Indiana Jones (a la nethack)
Configurable options:
Colors (e.g. highlight color, currently blue)
Fix eating/fullness; right now only overeating when Full is a risk of puking,
which comes too quickly and feels unfair. Thirst (and small amounts of
nutrition) never causes puking, which allows players to exploit cola by
drinking 10 at once.
Possible solutions:
>Two levels; "Full" and "Overfull"; Only when Overfull is puking a risk
>Three levels, hunger, thirst, and stomach fullness
When picking items up, highlight useful ones in particular colors
Green: Important medical (1st aid, bandages, painkiller, etc.)
Possibly context-dependant? Painkillers if you're in pain, etc.
Blue: Items you can craft with
Purple: User-defined criteria
Highlight or color-invert monsters that're fleeing; also make indifference
visually obvious in some way (change glyph foreground color?)
Make swimming more interesting
Items at the bottoms of rivers, only discoverable by diving underwater
Entrances to special dungeons;
Sewage treatment plant?
Underwater monster lair?
Water-dwelling monsters. Probably rare, because for unskilled swimmers
almost any monsters would be deadly
Allow basic movement while reloading, or make it possible to resume
interrupted reloading
Make computer usage more widespread and more convincing. Possibly add a
class for computer networks; an area on the overmap, protected by a password.
Once you hack the password, you gain access to certain commands on computers
found inside that area.
Make computer functions use skills other than sk_computer. For
instance, the computers in hospitals should use sk_firstaid
ITEMS / BIONICS:
Fire extinguisher bionic
Make this, and real fire extinguishers, more effective
MAP:
Hatch (see cultural references, above)
Terrain tiles, such as heavy doors, which require the help of an extra NPC
or two to open (or very high strength)
CHARACTER CREATION:
Illiterate makes read speed show up as "N/A" on stats tab
Glass Jaw makes Head HP show up on stats tab, alongside Base HP
Show skill erosion rate on stats tab (modded by Forgetful)
Greater transparency for skill comprehension (at level 0, 4, 8, etc.)
Show food consumption rate? (Modified by Light Eater)
Should high Strength increase this rate?
Save our position in both Traits lists, even when changing tabs
Make the Description tab more interesting? Maybe hair color, etc.
Any effect on gameplay? Probably not.
Make the effect of gender on gameplay transparent
List specific effects on gameplay mechanics in the Skills tab, comparable to
those listed in the Stats tab.
TRAITS:
More Schizophrenic effects
Make auditory hallucinations more realistic/varied
Balance/fix/remove Jittery
More obvious Wool Allergy text (remind the player that they're allergic)
Wool Allergy prevents eating wool (with Internal Furnace bionic)
Android encourages start-scumming. Maybe make it a static set, or present
the player with a few different options?
Make Android a class instead? (see above under LONG-TERM)
CRAFTING:
Fruit drying; remove quench and some nutrition, but won't go bad
KEYBINDINGS/INPUT:
Make ctrl+movement equivalent to 'e'+movement
"Repeat last command" command
Macros--are they necessary or useful at all?