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Old 03-14-2018, 06:22 PM
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Shadow Shadow is offline
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Join Date: Jun 2007
Location: Dallas, TX
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Default Todo list

This is my entire todo list for the next game. It is currently pretty long and not organized very well. It will contain spoilers. It changes daily. I add things constantly from testing and feedback. I remove things often that aren't feasible or just don't fit. Just because something is on here, it just means I'm considering it, it doesn't mean it will ever happen. Also, the ordering doesn't always mean much.

Please feel free to comment on anything in here!



to launch early access - marketing graphics, Steam, screenshots, video?

SSAO would be really nice
grab depth into a depth texture (kind of like bloom)
set special program
uses depth texture like shadow mapping without framebuffer
draw rectangle across screen (like bloom)
setup 2d stuff
actual algorithm
add a user var so easy to turn on/off
blur
range check

use Telemetry?

probably should do a skill & monster pass
go through mutations & add model/skins needed
bulletin board can get fog, wet, and darkness status effects (shouldn't because can't be damaged or attack)
Nefarious - good unique monster name
got Herodius' blessing but didn't mention it (need a print)
got darkness and bone shatter on powerstrike but only bone shatter changes name
cap combo stuff lower & bump less each time?
might need to update some blogs/forum posts that are no longer true
got a secret tunnel to shared level (placeholder part)
won brawl before all clans were destroyed
brawl everyone at war but me
never found anyone in brawl - many levels?
my torch not lit after win, going to next area
monsters getting double promoted when they kill me
you must survive should get failed if you die?
Yellow Mold not waiting 5 seconds to start
fix hamstring skill
if change projectiles to go straight (not follow terrain), could make go slower up and faster down

fix female skins
potions to fix stamina drain, stunned, and other similar effects?
need more monsters that can sprint faster
some monsters shoot projectiles at where you will be instead of where you are (stalkers?)
need to do rescue unlocks that specialty thing
UI pass
make ui purple to match buttons?
a little button rework to blend better?
still need to do something about alphaing out
things don't fade out when they go out of view if seen before?
dead things sink below ground?
more secrets?
add unique blocks/specified special room?
need more exploration stuff
more things you can find like good god altars?
guards need to find an empty position

During Alpha?
-------------
wisps death lightning not hitting player? or just level 1 ones don't do any damage
Torches show up as Type: Shield (not sure I care)
need a way that new unique levels doesn't change world generation
add world generation version thing
needs to be sent to client also
needs to cull lists based on version so choice doesn't mess up sees & stuff
projectiles seem to be stopping at level boundaries
would it be cool to add some more specialities that are just different mix of same skills?
would be cool of critical hits changed effects
add some unique towns
be able to sort quests by level or something? (Castruccio)
add some unique NPCS?
add unique renegades?
add minor clans?
add unique chests?
add unique gravestones?
getting lighting from level instead of block?
could I make forts with random layout of house walls or town walls? kind of like a town or dungeon or ruin?
named cults that can spread? uses a random name - was cool in Shannara (theirs was Crimson Tide)
CovenantXEmerged showed up in brawl
gates don't necessarily show up in correct level (correct blocks)
partial levels don't have gates
are monster names/rarities color coded?
would prophecies be interesting?
pick or random head?
do we have a red forest?
a purple forest?
grassland with giant flowers?
mushroom forest
giant tree is random color?

graveyards need fog often

add special rooms to maps that are specific ones and can start quests & objects go there
giant purple tree - druids
circle of pillars - wizard council
circle of candles - witches
give houses random color tint based on the area block/level?
rumor that so & so is really a renegade or a trap
could do treasures that only give bonus during that world like current game but also like god blessings
could even call them treasures (could actually change used up relics to these)
could do monster trophies also - could do with screenshots if from visible piece, could only drop from monster
make won town screen more interesting
count up to quests completed?
coolest item found?
can I make some new dungeon/cave tilesets with new textures?
use tunnels as entrances sometimes?
should be easier to shut doors
ghosts trapped in chest - can be evil & they attack or good and thankful and reward you
chests shakes somehow?
gravestone can start a curse? might need to make them better if this happens
can I do elementals with just effects?
having always visible ghosts might be interesting since you would see them go through objects - different type?
can I do a shadow monster? just the shadow of a monster (each version is from a different monster) - always drawn even if shadows
are off
which monsters can I reverse their death anim & it will look ok?
need more cross quest stuff - monster kills nemesis & becomes new nemesis
monster works his way up to nemesis, clan, etc

make tiny world smaller
make tables & chairs breakable?
bigger sieges at higher levels?
do we have a charged lightning trap?
a transform trap - random shape? hulk, stalker, small spider/scorpion, imp, etc.
definitely need way to donate items to clans in hardcore
custom unique items - saves archetype of killer monster & uses its random name seed + uses base name, so if you kill Ulog
you might get Ulog's sword - would be better if he was using it during fight
add a chance (based on rarity of monster) start with real item(s)
monster wars don't change enough
trap that resurrects all nearby monsters - can I use skill icon on top of a trap model?
make 1 monster kill only count for 1 uprising in hardcore?
spell damage, direct spell damage, more projectiles, etc - only on hands, weapons, head, and jewelry?
would be cool of level names (maybe just add modifiers) could change based on events
die a bunch of times add of death to level
lots of orc uprisings add of orc
still need key spots/places that will be remembered - bridges with bandits, campfire with clan of torva, mysterious columns
with druids, kind of like special rooms but specific to that block
label type of block and database specifies quests that can go there?
specify quest from block?

do ambushes get bonuses for surprise? I don't think so, but should

can mutate an ego item? only on equipped items
ego items can change to imprint items if they are equipped?

imprint items (soulbound?) - Dr Strange cape item, like ego, but better, can only have 1, once equipped can never get rid of it,
won't drop on death, they gain more & more enchantments & the enchantments ger more powerful over time

curse on items doesn't show up until item is equipped? and then can't remove while it is uncursed?
can see if you are cursed?
is cursed a mutation?

more trees in graveyards

not always getting path out of towns
add a dropbox of types to blocks so can specify what they are (bridge, etc)?
god blessings sometimes on things like rescues
some monsters light things on fire on purpose (throw flaming oil or have to be next to it?)
monsters can really end up being renegades
stalker -> druid
demon -> warlock
fire elemental -> wizard
make iron barred door a secret door sometimes?
rolling flames down hallways from explosions?
rolling boulder would still be cool - when it hits something it breaks into fallen rocks?
some way evil avatar stuff can escalate
kill avatar, destroy an altar, get cursed
cursed by the gods (kind of like good god blessing)
could get a blessing from one of the good gods
invisible bridge secret
need to figure out how to have unbreakable locked doors with a key or lever that is guaranteed player can get to
could put 1 on each side of the door
does skeleton hiding as bones work?
change undead totem to work like a necromancer?
make totems much better & more obvious (effect) what they are doing
need a special key - dropped by a monster
gargoyles around chest that come to life when chest is opened
or triggers can trigger gargoyles, they don't trigger unless triggered or damaged
dungeon entrance that needs a special key or lever in outside level would be easy (no path issues)
pointing statue when used turns 90 degrees - must point correct way to open door or multiple & need correct pattern?
more things like monster guarding gate (door, chest, lever, key, etc)
normal monster, champion, or unique can transition to guard quest
find 3 key fragments to open door
toll bridge - can't get by without paying toll or killing monster
would be cool if monsters can dynamically decide to do things - toll bridge or guard gate
ghost can demand an offering to evil god - can donate & might make evil gods stronger or can fight ghost

change tunnels to be able to go to any level? (like dungeons)
take more advantage of ModelChange/TextureChange stuff
make levels more extreme - more open, more maze, straight path, etc.
put fake blocks/areas around dungeons/caves?
had to go back through secret gate to a secret level to get it on map
going to a little secret area had gate back on map but was normal gate texture
can no longer get rid of basic skills?
make some secret gates harder to see or add some variety of effects
got a relic vendor again - NpcWanderingVendorRelic
hunting quest is unknown location but has * next to it when I'm in the right level
also in level quest list
scenarios too big?
any skill can be on an item?
unique monster can fake being normal?
quest modifiers? quick? desperate? extra strong?
caltrops or smoke screen as general unique/renegade tactic? as in better fleeing
add known grand children & further down of quests? parent -> parent -> etc
if quest gets obsoleted because for example a boss takes over that should become new win quest
reinforcements by allies should happen more, dialog chance
could actually have dialog on most tactics
intelligence enhancement that allows normal monster to use tactics or increased chance
randomly (somewhat rarely) give random monsters npc skills?
it would be pretty cool if an orc net trapped you all of a sudden
might have to restrict this somehow to things that make some kind of sense
be interesting if some monsters could purposely target environment (fireball oil or cave support)
be even more interesting if could pick up and throw fire grenade at cave support, or pickup & use potion/elixir/flame sword
pick up oil & create fire sword
crafter specialty
if have town & rescue npc, they might come to town
lost waypoints on map when went to different characters?
teleporter malfunction
crazy storm?
different types of storms?
chance that monsters with weapons start with a magic weapon? goes up with rarity
be able to sort characters? level, timestamp, etc.
do scree have longer reach on their attacks? same thing with dark elf warriors?
my win quest was obsoleted so I won the adventure (a boss took over)
when running straight down with flaming sword constantly switches between left/right ears
skills pass
boost skill passives
add reuse timers to some skills
could have skills add extra to multiplier if certain conditions exist (stunned, on fire, distracted, etc)
some skills could add more to multiplier, like devastating attack could add 50% more than usual
(skills that have timers, use all mana, or have specific conditions to use)
add statues here and there and sometimes they are secret chests & sometimes activate when touched and are a monster?
swamp?
Clan Protector - lose if destroyed
need to add more quest chains for Hero Quest
boulder traps (sets off falling rocks) - only underground - would need some kind of model
puzzles - find all the pieces, pull the levers in correct order
some monster that tries to get behind you
leaders/followers? entire group gets alerted at same time
new sounds? - crickets, frogs, owls, scatching noises, creaking floors
beams of light?
door/chest that requires secret word - place on scroll randomly dropped somewhere
fountain
leaves falling
release a ghost - trapped in crystal or something - could be thankful ghost, but could also be powerful monster
dust storms - like a large tornado?
more town locations
underground towns?
more flee skills
high mana world - faster mana regen and/or more spell damage (player & monsters)
using my teleport stone didn't put me near my gate when in non-town area
armory stuff should work when have npcs in town - should default to off
getting explored messages before I'm done exploring level
missing corner piece in Zealous Catacomb - might be missing light columns - didn't spawn? purged?
fix skill outlines on select parent screen
make each environment type more unique
do clans adventure enough?
no escort quest for extraction scenario
Brawl - reptilian terror guy shows up as level 9.5 (even though world is level 1), tries to color code dungeon name
do easy attacking like Grim Dawn?
left click attacks should continue
rescue - have to escort to any gate?
amorphs have chance to merge together to make a larger version? takes 3?

Games to try
------------
Crusader Kings 2 (already have)
Shiren the Wanderer
Dungeon Crawl: Stone Soup, nethack , Desktop Dungeon, TOME

warriors probably need to use more mana
don't show load area button if no area files
need to handle resuming when world is no longer there
imps not always showing all attack anims - is this still true?
secret level of gold - says mining on map screen - not a single thing of gold to be mined
mace combat sounds could be better
sometimes Gladiator level not all connected (False Caverns, blue/green cave)
might be because using normal level generator
monsters in Gladiator scenario tend to die in fires they started
chance to lose a fear mutation when killing a monster that you can get fear from if they kill you
smuggler or pirate towns?
side areas and secrets in roads?
multilevel towns?
secrets still show up on map easily
need to change Savage Lair name & any others that are now duplicates
add effects to all colored chests?
lairs can spawn in dungeons/caves?
black gates that are like purple gates but can go anywhere (not next to gates and can go to secret areas)
will probably need to increase secret areas
things like hounds/stalkers can come out of trees?
be nice if secrets could be placed against open connections
vortex
unique monster can start a new clan of his type?
would be cool if dungeons/caves could have multiple entrances/exits/ups/downs especially if into different levels
give npc renegades more skills?
can levers and buttons open secret gates and/or get rid of illusions?
can I spawn like 3 levers and have a random code (up, up, down) that then opens secret level?
or 2 drops item, 3 opens small secret level, 4 opens large secret level
would ne nice if dungeons/caves could be larger than 1 level (across that is)
can perception sometimes make illusions glow?
if light turned off chance they will attack?
so can get into fights about lights that can lead to wars, battles, new enemies, etc
would be cool if a smart enemy could open an unlocked door, run through it, shut it, and then lock it
have adventurers that are actually adventuring around?
some enemies can target support poles and other things to destroy (using projectiles and a minimum distance away)
fleeing smart enemies can open secret doors?
if a door is open by AI it automatically shuts a few seconds later like clan doors?, chance it locks then, if AI is fleeing
need an unlock sound
gem that adds crystal/obsidian to items?
earthquakes add to one another?
town signs - Keep out! Do not enter!
Ghastlymoon Base all closed blocks (just pit)
gates can be locked with keys like chests?
some secret doors can only be trigger/button/etc
I think I can do doors, put 2 versions 1 on each side of door, build list of blocks on each side of door through open sides
if no open sides in block not already added to list stop, recursive basically, need to make sure actually drops in the block
also if 1 trigger for door is used other one needs to go away also
locked doors use green keys
any door can be replaced with a unbreakable/special locked version (add a stone shader or something)
could just add a status effect that multiplies health by something really high (100) and give it a prefix of unbreakable
would probably need to save/load status effects
guardians cause mini earthquakes on each step
could bigger dungeons be built like outdoor levels?
sometimes lair has a few champions or just 1 high rarity monster
don't put modifiers if can't do it - no orcs when can't spawn orcs in that level
level & world modifiers need to be stronger
does world save name include prefix & suffix?
generate roads like outdoor if block is from outdoor level and not road (basically can open up) & like road if from road level
items can give you access to a skill while it is equipped?
more terrain stuff
projectiles follow terrain which is a little bizarre looking
clicking (not holding down) is not very accurate
environment fire too far off ground
allow player to buy back attribute points?
poison level that has poisonous mist (greenish fog)
add to Patreon?
could allow monster - 1 major or 1 normal/1 minor or 3 minor
allow to choose hair color on NPCs?
add unique secret levels
unique towns could have a unique sign at entrance with short history
allow them to set seed on random level?
they could send me a save game where character is in the level they want theirs to look like
allow different levels of fog & color fog?
always winter
skill modifiers would be even cooler if changed effects too
need more skill modifiers that drastically change them - chaotic focus, blood magic
could add SpawnChance to skill modifiers to make some more rare
could add way more monster related skill modifiers - basically any monster enhancement
unique skills? 3 mutations?, set mutations, unique name, no prefix/suffix on name
how would you get?
only if an upgrade to what you have?
get skill & all mutations at once randomly & small chance
can I get 3 skills to fit in secondary text?
can I really come uip with tons of unique skill names?
if I did could let Patreon people create, name, and pick mutations???
on critical hit make effect 50% bigger?
make a user var or some kind of mode that loads fast for quicker testing - skip loading skill mutations, magic modifiers, item qualities, etc
would be nice if things would slide instead of just stop against collision
do I need to increase pitch variation more?
can I pitch shift music a little to speed up or slow down to match combat pace?
Survival scenario - not much happened (survival was easy) - QuestInvasionSurvive not working
monster villages - npcs from the same monster type

ai should run to noise location not add enemy to hate list
do I spawn far enough out?
liquid slowly goes down hill? and pools?
do I change seasons ever?
weather, season, & day/night cycle need to change things - some things spawn more, more aggressive, or town attacks
what can affect weather?
tornados/lightning have chance to start storm?
saurians like rain, dark elves like night, dogs louder at night
nightmare - crazy respawn at night - nightmarish/of nightmares
some monsters might flee area or uprising disband because of weather
storms can spread or move?
reptiles hate snow
all basic skills should give you some bonus for skill levels
is world size working?
Marked for Death (Powerstrike) - stats are crazy with Powerstrike at level 1 - SimplePerLevel problem?
got hell storm and fire strike on whirlwind (both suffix?)
do ambushes automatically add player as enemy? do they go through full sight time? should they immediately look for enemies?
verify mipmaps are created well
make logo smaller on main UI?
need to add some skills to models list
skills need way to modify model (probably simple attachment)
I have (had) a possesed NPC, and I got a victory condition. (ibitato)
I went ahead with the game, and now the NPC is still possesed and there are no quests or anything to cure the NPC.
It's the only NPC i have on the clan
logistic victory food probably
signs still have prefix/suffix in them for town
clans in hardcore still need doors and guards (make them pretty rare?)
I encountered a wrong location in the quest description. (Tyakraman)
In the region "Remnants of Iulia of Acid" were two dungeons, the "Insane Sullen Crypt lvl 1" and the "Lost Pit lvl 1".
The quest "Kill the Tiny Mud Amorph hunter" said, that the monster was to be found in the "Insane Sullen Crypt lvl 1", but when I couldn't find it and pinged its location, a marker was placed in the "Lost Pit lvl 1" (the "v" marker still pointed to the wrong location though).
Chain lightning targeting bug(?) (Romløk) this has been on the Zombasite list, just moved it over
I've been trying out a lightning build, and from what I can tell the Chain Lightning spell doesn't work as I'd expect. I'm not sure if it's WAI or not, but the current behaviour feels unintuitive:
I would expect the lightning bolt to hit the initial target, then bounce to another in the vicinity of that target. Instead, it seems to only chain to other targets (enemies, breakables) which are near to the player's location.
sometimes not getting level name on map once discovered
demon invasion scenario not having enough demon problems
attack/radar fix too much change?
when critter changes direction could do something fancy - run away from player, fire, towards obelisks, etc
rats run towards dead bodies & away from fire/light
bats fly away from light
spiders follow giant spiders
fairies go towards treasure
small chance yellow mold zombifies monster exposed
light only adds to monster aggression if level is dark
pet skeleton of NPC in town is causing town attack icon/sounds?
haunted - lots of invisible ground traps that close & lock doors - like TrapGroundSpawnAmbushHidden, add to spawn list
invisible earthquake trap - like TrapGroundSpawnAmbushHidden, add to spawn list
monster icons might look better with alpha
monsters that hate each other might prioritize attacking each other over player
riposte not working after parry?
in last man standing one of them basically got stuck in adventure behavior i a dead end - would walk around but would
never leave that block
gaining a mutant level scares everyone away temporarily? big morale drop?
maybe explosions should have some knockback just not as much?
got majestic gardens of fire explored twice & wasn't even fully explored
healthstone/lifestone should regen stamina
fire chance has chance of burning (fire dot like deep wounds)
ice damage has chance of wet, frost, or frozen?
killed frozen enemy shatters - chance of leaving ice & no deady body
torch spots have collision tiles so can't walk through spot even after destroyed
when break lit brazier should shower sparks around
make other fires blow out with high wind?
storms need random wind gusts with sound
wind gusts do knockback?
anything of a certain size causes earthquakes/screen shakes on footsteps (based on weight?)
less earthquake, more screen shake
automatically change to heavy footsteps if over certain weight?
ghosts or liches can smoke move? (turn into smoke move really fast and can go through objects)
will a torch break if something is knocked on to it?
update body.DinsLegacy in css file to point to a Din's Legacy screenshot
make new combined logo for website top, upload, use - probably all 6 games
fix manual link when I put post next game manual online - would need to write one first of course
have fog effects which stick to the lower elevations? (Henry Ulrich) - fogFull.eff
don't allow uniques to spawn in secret areas (wrestless)

no fog nearby but have fog (level but not block?)
more statues in graveyards
statue special room? doesn't announce special room though?
Some things off the top of my mind would be a loot filter, configurable hotkeys for health/mana potions, a
"loot all" button which picks up items in an area around the player. (Sephumbra)
can use rain scroll in dungeon - get wet, does lightning, no rain though
ever since I added in animation variations hits timing seems off sometimes
gates should use name of level from their actual position probably
should have less monster NPCs except in towns of that race
be able to choose head?
change opening screen to be a battle or something like monster stress test?
would be nice if starting town could be surrounded
won hero quest instantly
still get people spawning inside of torches
from the deep - solved all quests didn't win

scenarios
---------
should lose certain scenarios if die
restore the town scenario - win if all houses, lose if everyone dies
alert scenario?
trying to rescue or achieve something in lowest level
too much noise and the base goes on alert - much higher spawn rate, bonuses to everyone, etc.
tournament/bounty scenario
like Scenario24
no random quests
lots of uprisings
double money reward?
clear out the dungeon
lots of vendors (in town and below) and adventurers (1 person clan or special NPC?)
victory points for one or more scenarios?
a cult scenario
won brawl when still clans in there
in brawl, everyone has bulletin boards and pedestals - smae with last man standing
race scenario - race to bottom of dungeon
setup like Escape, 1 person clans, clans can solve quest, if they solve quest, fail scenario
npcs will need supply of potions and ability to use them or have a fairly high regen rate

mutations
---------
mutation - spores (possible when hit)
chameleon epidermis
more mutations - fire proof, teleport (no mana but time limit), slow projectiles, reverse projectiles, deflect projectiles
lava skin
super smell mutation - no bonuses for ambushers
could do mutations that change skin - stone hands, etc
mutation - uncontrolled spontaneous combustion - catch fire on fire damages nearby enemies, damage when hit, catches things
on fire
advantages - Scrounger (better at scavanaging), Marksman (bonus to hit with bows if full stamina), healing touch (healing aura), Telekinesis (can manipulate simple objects from a distance),
direction sense (cheaper searches), Heirloom?, lightning rod (in rain get hit by lightning often, heals), extra arm?,
Engorged limb (larger limb, +str in that limb), Rebirth/Second chance (1 free death), gossip (cheaper rumors), X-ray
vision (see objects on other sides of things), Quiet (make less noise when bashing things), Egg Layer (plaguebringer
larva, max of 5), Prehensile Tail (like extra arm), fangs, tusks, Animal Control (like skill that makes people your
slave but limited to animals), Spore Cloud, Projectile Thorns (like charged but different projectile)
disadvantages - Cursed, Curious (more likely to set off traps),
pyromaniac (starts fires), Hunted (much higher chance of hunters, bounty hunters, and assassins), debt, Color blind,
9 lives? (less health but can die 8 times), Grotesque (less followers), One Eye (like point blank?)
dragon breath mutation - on hit or actually usable (need anim)?
if added weapon length could add Extra Long Arms mutation
getting killer mutations might be too easy
Lightning Speed - faster ground movement
Venomous - extra poison damage
Yellow Mold - on damage release yellow mold spores or on death
Thick Skull - -10% intelligence, +10% health, -10% stun chance
Lightning Skin - lightning swarm chance on hit and on death
more mutation ideas - acid spit, infravision, small wings that while you can't fly allows you to miss many traps,
beak?, mind blast, breathe fire, hypnotic gaze

text
----
need to replace various tips
lots of things mention clan still
plans to raid our clan
Our clan is under attack
recruited npc and got Clin joined !
fix win/lose messages
healthstone mentions zombie infection

UI
--
ui makeover
UI scale option?
at least do a new button & normal UI outline
world map actually looks better with drawui off - it draw all of the way to edges of widescreen
is it time to make the font/UI smaller in general?
way to never miss messages?
don't leave screen until you hit x
recent messages box that you can clear?
shouldn't be able to pick up skill icons on new character screen (probably on pick partner screen also)
text on level info can shrink down a lot but secondary skill won't
increase resolution of UI elements?
be able to move around UI elements?
fix overlapping inventory stuff

graphics improvements?
----------------------
calculate fov needed for shadow map light pass - right now hardcoded to 5.0 (could be smaller in many situations)
could also calculate frustrums individually
calculate near/far z values actually needed?
could go through all draw objects and build bounding box
new far z is culling things when big hills
better tile culling for shadows? - r_culltiles
change fade out to sink in ground so shadows don't pop? - at fadeTo( 0.0f, _monsterArchetype->getRemoveFadeTime() );
should RenderingState::setUseTextureAlpha be per texture?
rendering shadowmap to MSAA applied framebuffer? www.khronos.org/opengl/wiki/Multisampling
https://stackoverflow.com/questions/...he-differences
Parallax Occlusion Mapping - would need a heightmap for everything
shuriken draws too dark now
should be shadows on create character screen
some things like fences should use lowest point instead of height at middle?
overhead icons sort behind a lot of things

better environment interactions
-------------------------------
electricity can go along water?
if on steep hill liquid more likely to keep going?
weather
can weather lightning hurt? should it be like an explosion at target point?
weather lightning would be cool of it was small damage but decent knockback
drips on water have chance of spreading that water
Fire mold
only active in daylight (not night or dungeons)?
can spawn when a fire goes out if in daylight?

potential blog posts
--------------------
own engine
battle mage

new stuff
---------
Elemental Resistances and Nature-based skills like Entangling Roots, Wall of Thorns, and some Health+Mana Regen (Andronius)
change attribute pedastals to rare or very rare minimum item
more secret effects
1 time gamble object (well/pillar/etc)
make vendors better (more rare items)
change changelings to only change when hurt & fake changeling can be hurt but not die (more surprise this way)
should I make days shorter so doesn't settle on bad spots for so long?
anti-magic lasts longer?
multiple camp fires block
stonehenge block
thieves/bandits can steal like leprecauns could
trapped ghost - crystal with ghost in it? if break ghost is released, bad ghosts attacks, starts quest, good
ghost - rewards player
hero grave
make monster statues more interesting - traps, etc
strange portal
unique versions of normal objects - well of life, witch cauldron
alchemist workshop
corrupted lifestone/manastone/healthstone
fountain of youth
pulsating crystal - area permanent buff
shrine with lots of candles
anything using BDragonStatue1?
can probably color magma/poison to make better fire mold/yellow mold
cold resistance (protection) - resistance number is incorrect (other protection skills are similar)
get Mutation: Thick Fur but it doesn't show up in skills list
won world war instantly
change HugeHeart mutation to more health?
change ExtraLungs - mutation to higher move speed?
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Last edited by Shadow : 05-29-2018 at 06:01 PM.
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Old 03-15-2018, 06:20 PM
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Added:
shadow mapping?
now getting knockback from explosion & radius damage & radius damage coming from parent position instead of projectile/
explosion position
only shows 40 skills on choose mutation partner screen
set up arrow anim variants?
remove extra knockback from DevastatingBlow
better status effect print on skills
hits up to 4 extra nearby enemies should move to target section
add skill icon to highlight text like item?
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Old 03-19-2018, 05:54 PM
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New
----
monster icons might look better with alpha
quests showing up with green * and v
could do shadows in small chunks - setup a frame buffer, render scene to frame buffer (only depth) from light's perspective,
draw scene per light/angle, use depth buffer & light, if can't see pixel alpha 1.0 of can 0.0, alphaTest to skip drawing,
adds to stensil buffer, then draw screen rectangle - blend black texture only where stensil is set (can I do on projected
shadows to speed up?)
monsters that hate each other might prioritize attacking each other over player
_ destroys Black Death (I did but no clan name)
can't turn on brazier in Gloomy Caverns
shadows go crazy every once in a while in cave
riposte not working after parry?
in last man standing one of them basically got stuck in adventure behavior i a dead end - would walk around but would
never leave that block
gaining a mutant level scares everyone away temporarily? big morale drop?
maybe explosions should have some knockback just not as much?
got majestic gardens of fire explored twice & wasn't even fully explored
healthstone/lifestone should regen stamina
maybe do shadow mapping above ground and projected shadows below?
fire chance has chance of burning (fire dot like deep wounds)
ice damage has chance of wet, frost, or frozen?
killed frozen enemy shatters - chance of leaving ice & no deady body
torch spots have collision tiles so can't walk through spot even after destroyed
when break lit brazier should shower sparks around

better environment interactions
-------------------------------
Strong wind should disperse things like poison clouds & fire (tornado skill, wind traps, etc)
does water go to ice if hit with cold damage?
poison clouds should explore when hit by fire?
fire + water = steam (fog like cloud, short time)
water barrels?
electricity can go along water?
change random torch random damage to a spark that works like volcano but much smaller & less range
fire causes smoke, works like fog?
fog in level needs to work like fog object
if on steep hill liquid more likely to keep going?
can weather lightning hurt?
should it be like an explosion at target point?
weather lightning would be cool of it was small damage but decent knockback
rain gives wet status effect (more lightning damage, less fire)
intact house should keep you from rain?
drips on water have chance of spreading that water
ice bomb has chance of leaving ice
lava flow from volcanos
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Old 03-20-2018, 06:01 PM
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new stuff
---------
ai should run to noise location not add enemy to hate list
do I spawn far enough out?
water on ground + fire = steam
fire out out with water = smoke
both block vision + attack/defense debuff, steam goes away quicker
lava + water/cold = steam (lava stays)
if 2 points are same height random which one liquid goes down
liquid slowly goes down hill? and pools?
more breakable objects? esp in dungeons
webs should just attach to player & slow down instead of getting in way?
steam also makes things wet
blocks will slowly regrow
do I change seasons ever?
weather, season, & day/night cycle need to change things - some things spawn more, more aggressive, or town attacks
burned areas makes monsters more aggressive
what can affact weather?
tornados/lightning have chance to start storm?
blocks grow back faster in rain
rain scroll? treasure map with rain drop on it
saurians like rain, dark elves like night, dogs louder at night
nightmare - crazy respawn at night - nightmarish/of nightmares
some monsters might flee area or uprising disband because of weather
falling rocks should be immune to falling rocks
storms can spread or move?
reptiles hate snow
destroy a manastone get a BreakableEnergyVortex?
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Old 03-21-2018, 06:43 PM
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new stuff
---------
all basic skills should give you some bonus for skill levels
is world size working?
way to never miss messages?
don't leave screen until you hit x
recent messages box that you can clear?
remove new colorized textures of human & mutated models?
Marked for Death (Powerstrike) - stats are crazy with Powerstrike at level 1 - SimplePerLevel problem?
should lose certain scenarios if die
got hell storm and fire strike on whirlwind (both suffix?)
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Old 03-22-2018, 06:01 PM
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new stuff
---------
minor darkness penalty, darkness penalty, and major darkness penalty
attack, defense, perception, and casting penalties
normal night - minor
really dark cave/dungeon with no extra lights - major
nearby light sources helps
do this for player & npcs, player every second, npcs every 5 or so
more light from player increases monster aggression range though
night vision/ultravision adds light from player perspective but not monsters
put green enhancement dots on darkness penalty
do ambushes automatically add player as enemy? do they go through full sight time? should they immediately look for enemies?
when snowing get cold buff - increased fire resistance
remove stamina as a test
TrapWaterBig not spreading
verify mipmaps are created well
draw logo with a shadow so stands out a little better?
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Old 03-23-2018, 06:08 PM
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new stuff
---------
can I add 0.02 chance of yellow mold hazard to all zombies? yes in archetype
do traps that affect all in range get all entities in range n squared times?
liquid bug
spawnObject TrapAlcohol
hit with whirlwind
spawnObject EmptyVial
can't pick up alcohol
need to stand still to throw ice bombs and other similar things
make logo smaller?
make TM on logo smaller
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Old 03-26-2018, 06:15 PM
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new stuff
---------
need to add some skills to models list
skills need way to modify model (probably simple attachment)
for dungeons could just draw shadows from a static sun position that would simplify it a lot & still look good
could pick different angle per map but that might be weird
I have (had) a possesed NPC, and I got a victory condition. (ibitato)
I went ahead with the game, and now the NPC is still possesed and there are no quests or anything to cure the NPC.
It's the only NPC i have on the clan
logistic victory food probably
sings still have prefix/suffix in them for town
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Old 03-27-2018, 05:55 PM
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new stuff
---------
hook up energyShield.wav
make other fires blow out with high wind?
storms need random wind gusts with sound
wind gusts do knockback?
anything of a certain size causes earthquakes/screen shakes on footsteps (based on weight?)
less earthquake, more screen shake
automatically change to heavy footsteps if over certain weight?
ghosts or liches can smoke move? (turn into smoke move really fast and can go through objects)
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Old 03-28-2018, 06:11 PM
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new stuff
---------
I encountered a wrong location in the quest description. (Tyakraman)
In the region "Remnants of Iulia of Acid" were two dungeons, the "Insane Sullen Crypt lvl 1" and the "Lost Pit lvl 1".
The quest "Kill the Tiny Mud Amorph hunter" said, that the monster was to be found in the "Insane Sullen Crypt lvl 1", but when I couldn't find it and pinged its location, a marker was placed in the "Lost Pit lvl 1" (the "v" marker still pointed to the wrong location though).
Chain lightning targeting bug(?) (Romløk) this has been on the Zombasite list, just moved it over
I've been trying out a lightning build, and from what I can tell the Chain Lightning spell doesn't work as I'd expect. I'm not sure if it's WAI or not, but the current behaviour feels unintuitive:
I would expect the lightning bolt to hit the initial target, then bounce to another in the vicinity of that target. Instead, it seems to only chain to other targets (enemies, breakables) which are near to the player's location.
sometimes not getting level name on map once discovered
demon invasion scenario not having enough demon problems
attack/radar fix too much change?
when critter changes direction could do something fancy - run away from player, fire, towards obelisks, etc
rats run towards dead bodies & away from fire
bats fly away from light
spiders follow giant spiders
small chance yellow mold zombifies monster exposed
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