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todo.txt
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todo.txt
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NEXT:
- Revisit and clean up skills panel
- Monsters have multiple abilities.
- Abilities need:
- cooldown
- function that implements behaviour
- a predicate that says whether they're applicable or not. (?)
- Ability to affect transitions on AI. (i.e. if a thief steals
something, it should flee and not stop until it's dead)
- Monsters need:
- Collection of abilities with their probability of using it
- Do angband-ish thing? One in X chance of using an ability, then
%chance of each. If no ability available, then move/attack as normal.
- Ranged weapons
- Monsters and the player can shoot.
- Monster AI:
Types:
x Wandering
x Wander (select point, walk towards it, wait a bit, select new one.)
into
x Detect & Chase
x Detection should be based on monster LOS in personality
x Territorial
x Sit still
x Chase when detected; return home when lose detection
- Lazy
- Sit still
- Chase when attacked
- Stay at last position when lose detection
Then:
- Open/close doors
- Add a basic "you got to level 5 you win"
- Unique items, monsters in gen.c
- Monster capabilities: Can/can't open doors.
- Equipment needs to be able to modify all skills, stats, etc.
Stuff:
- Consumables stack in inventories.
- Monster pack starting formation and proper pack placement.
- XP spending on skills
- user-level configs for
- keymaps
- morgues
- etc
- Pack AI
- Room variations ("vaults")
- Room decorations
- regen SP
- provide an option to get "attack breakdown" on every hit e.g. damage from any
brands, damage resisted
- markup language in Message that can be used to suggest colors in client.
Bug:
- If you equip a weapon that grants +ev, you see 0-0 in prot display if you're not wearing armor.
Cleanup:
- Great Visibility Sweep -- exporting types and fields has been done really
haphazardly, and signals the wrong things. Should be cleaned up.