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Road to Return of the Forsaken

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Jan 20th, 2015
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  1. We've apparently got a working Mac port for
  2. Incursion now, which is great, and I'll be updating
  3. the website this weekend with the binaries. I've
  4. also been brainstorming what I'm going to do on
  5. the next dev cycle (which might start a little bit
  6. later than I planned, since I'm behind on research
  7. -- we'll see).
  8.  
  9. I'm breaking up the development path from HotGK to RotF
  10. into modules for my own sanity, so that I know what's ahead
  11. of me. I figured I'd share it for feedback and response from
  12. you folks here, but this document is mostly for the sake of
  13. my own "goalposting". There's about 13 modules, the way I
  14. break things down; the two I plan to start on next are the
  15. content pack and encounter gen rewrite.
  16.  
  17. Everything here is vapourware at this point. I know the
  18. supposed folly of "everything under the sun" roguelikes,
  19. but I also know long feature lists give me enthusiasm to
  20. keep coding, so I'm just going to keep the game steady
  21. and do one thing at a time, and if I do half the things here,
  22. I'll be quite proud overall. :)
  23.  
  24. The modules are in rough chronological order, though that
  25. is subject to change.
  26.  
  27. ------
  28.  
  29. New Content Pack
  30. New prestige classes (Celestial Initiate, Bladesigner, Inquisitor,
  31. Duelist, Crimson Adept, Elementalist, Undead Slayer, etc.), as
  32. well as a few spells (including elementalist spells), items and
  33. several new monsters and room types. Possibly also thrones as
  34. a dungeon feature, time depending.
  35.  
  36. Encounter Gen Rewrite
  37. Full-up rewrite of the encounter generator code to generate
  38. encounters based on specific encounter tepmlates (i.e., an
  39. 'orc raider group' might be a themed group of orcs with a
  40. single chieftan, and then shamans, archers and bandits,
  41. with only a small chance of other things, while a diffierent
  42. encounter might give a mated pair of dragons, or a well-
  43. balanced adventuring party with compatible alignments).
  44. This will also lead to a dungeon where monster theme ends
  45. up matching room theme much more closely.
  46. Having had a break, I am enthusiastic about doing this,
  47. whereas I was dreading it before. :)
  48.  
  49. Psionics System
  50. Implementation of the psionicist class, reworking of the
  51. wild talents to fit the new system, implementation of many
  52. more psi powers, power checks, power crits, power use
  53. botches, mental combat system, psionic monsters and
  54. templates and possibly 1 or 2 psi prestige classes. Fun!
  55. I am very enthusiastic about this, and I may do some of
  56. the "back code" this devcycle and leave it #ifdef'd out, since
  57. I certainly won't be able to finish it.
  58.  
  59. Subraces
  60. Inclusion of 2-3 subraces for each primary race, with
  61. somewhat different traits -- twlight elves, batkin kobolds,
  62. duergar, svirfneblin, forest gnomes, etc. (A lot of subraces
  63. are coded already but commented out, and just have to be
  64. refined and fixed for balance.)
  65.  
  66. Monster AI Rewrite
  67. New monster AI will be modular and rule-based, with
  68. rules as separate resources called Behaviors that can
  69. override a monster's actions from the script files, so frex.
  70. you could add a rule that "casters always cast /phase
  71. door/ when threatened in melee" to the script file in the
  72. same way you would add a new monster. Also: A*
  73. monster pathfinding, monsters learn about and remember
  74. foes' strengths and weaknesses, change strategies if
  75. what they are doing isn't working, monsters use benefical
  76. effects on members of their party (i.e., orc priest will cast
  77. cure spells on orc chieftan, etc.)
  78. The gold ring ideal here is that monster tactical
  79. intelligence will be able to keep growing and growing
  80. without running into spaghetti code issues, because the
  81. Behavior resources will be isolated. Different Behaviour
  82. resources will also allow us to assign unique /behaviour/
  83. to different groups of monsters just like monster resources
  84. assign different /abilities/. This will hopefully give the
  85. monsters as a whole more personality.
  86. The game mechanics of Incursion are very prone to "X
  87. counters Y, countered by Z", and rule-based behavior will
  88. make monsters able to act on this, making fights with them
  89. -- especially casters -- much more tactical.
  90.  
  91. Monster Targeting Rewrite
  92. Refactor target code so that it uses my coding conventions
  93. instead of Westley's, make more complex loyalties possible
  94. with monster memory, so NPCs might betray you over time
  95. or remember you treated them well, target code will then be
  96. fully accessable from IncursionScript, fix remaining glitches
  97. with hostility, etc.
  98.  
  99. Modular Save/Restore
  100. Game will cache levels not currently in use in temporary
  101. files, and will store only differences in save files. This is a
  102. prerequisite to wilderness, towns and multiple dungeons,
  103. and according to design notes, surprisingly complex. (But
  104. if you think the AutoSave delay is a bitch now, imagine it
  105. with 5-10 dungeons with 5-15 levels each!)
  106.  
  107. Wilderness Support
  108. Support for a wilderness screen, including geologically
  109. and climatologically credible random geography gen,
  110. random nation gen, travel times, wilderness encounters,
  111. weather hazards, getting lost, uses of Wilderness Lore,
  112. Herbalism and other applicable skills, placing cities and
  113. such on the map, etc. BIG task.
  114.  
  115. High-Level Pack
  116. Implementation of character levels 12-20 for all classes,
  117. including high-level spells for wizards, priests, druids and
  118. all 40+ domains, capstone feats, special powers for high-
  119. level warriors and monks and high-CR monsters.
  120. (Incursion will never support "epic" levels; this was a
  121. design decision from very early on, because levels are a
  122. resource and constrained resources make roguelikes
  123. interesting, and because the d20 system breaks on a
  124. numeric level at 21+, and because my suspension of
  125. disbelief breaks too. I may adapt some epic feats and
  126. concepts for 15th-to-20th-level characters, though.)
  127.  
  128. IncursionScript Work
  129. Improve the script engine; add support for functions and
  130. parameter passing, add support for multiple loaded
  131. module files and 3rd-party add-on modules, document
  132. the script engine so others can expand Incursion, add
  133. development tools, implement cross-module function
  134. calls and cross-module scripting.
  135.  
  136. Urban Support
  137. Building random cities and towns from prebuilt pieces
  138. and rules. Guilds for the player to join ala Omega. Multiple
  139. shops, some secret or restricted. City guards ala Omega.
  140. This is a prerequisite for the Quest system.
  141.  
  142. Quest System
  143. Quests, storylines, unique NPCs with memories and
  144. different behavior states, and implementation of several
  145. specific quests. Depends on urban support and new
  146. monster AI, obviously. Unique, named NPC party members
  147. with the possibility for different social interaction, but not
  148. scripted dialogue.
  149. This will also include dynamic text resources, which will
  150. be used to generate random meaningful story text both
  151. for quests and for the player's background in much the
  152. same way that ADOM and Moria write a background for
  153. the PC, but more elaborate and extensible.
  154.  
  155. Advanced Wilderness
  156. Implementation of advanced wilderness features -- the
  157. Seneschal skill, ability of PC to build forts and castles,
  158. seagoing ships, ship-to-ship combat on the wildermap,
  159. mass combat on the wilderness map with friendly and
  160. hostile units of creatures represented the same way
  161. that encounter groups are.
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