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- We've apparently got a working Mac port for
- Incursion now, which is great, and I'll be updating
- the website this weekend with the binaries. I've
- also been brainstorming what I'm going to do on
- the next dev cycle (which might start a little bit
- later than I planned, since I'm behind on research
- -- we'll see).
- I'm breaking up the development path from HotGK to RotF
- into modules for my own sanity, so that I know what's ahead
- of me. I figured I'd share it for feedback and response from
- you folks here, but this document is mostly for the sake of
- my own "goalposting". There's about 13 modules, the way I
- break things down; the two I plan to start on next are the
- content pack and encounter gen rewrite.
- Everything here is vapourware at this point. I know the
- supposed folly of "everything under the sun" roguelikes,
- but I also know long feature lists give me enthusiasm to
- keep coding, so I'm just going to keep the game steady
- and do one thing at a time, and if I do half the things here,
- I'll be quite proud overall. :)
- The modules are in rough chronological order, though that
- is subject to change.
- ------
- New Content Pack
- New prestige classes (Celestial Initiate, Bladesigner, Inquisitor,
- Duelist, Crimson Adept, Elementalist, Undead Slayer, etc.), as
- well as a few spells (including elementalist spells), items and
- several new monsters and room types. Possibly also thrones as
- a dungeon feature, time depending.
- Encounter Gen Rewrite
- Full-up rewrite of the encounter generator code to generate
- encounters based on specific encounter tepmlates (i.e., an
- 'orc raider group' might be a themed group of orcs with a
- single chieftan, and then shamans, archers and bandits,
- with only a small chance of other things, while a diffierent
- encounter might give a mated pair of dragons, or a well-
- balanced adventuring party with compatible alignments).
- This will also lead to a dungeon where monster theme ends
- up matching room theme much more closely.
- Having had a break, I am enthusiastic about doing this,
- whereas I was dreading it before. :)
- Psionics System
- Implementation of the psionicist class, reworking of the
- wild talents to fit the new system, implementation of many
- more psi powers, power checks, power crits, power use
- botches, mental combat system, psionic monsters and
- templates and possibly 1 or 2 psi prestige classes. Fun!
- I am very enthusiastic about this, and I may do some of
- the "back code" this devcycle and leave it #ifdef'd out, since
- I certainly won't be able to finish it.
- Subraces
- Inclusion of 2-3 subraces for each primary race, with
- somewhat different traits -- twlight elves, batkin kobolds,
- duergar, svirfneblin, forest gnomes, etc. (A lot of subraces
- are coded already but commented out, and just have to be
- refined and fixed for balance.)
- Monster AI Rewrite
- New monster AI will be modular and rule-based, with
- rules as separate resources called Behaviors that can
- override a monster's actions from the script files, so frex.
- you could add a rule that "casters always cast /phase
- door/ when threatened in melee" to the script file in the
- same way you would add a new monster. Also: A*
- monster pathfinding, monsters learn about and remember
- foes' strengths and weaknesses, change strategies if
- what they are doing isn't working, monsters use benefical
- effects on members of their party (i.e., orc priest will cast
- cure spells on orc chieftan, etc.)
- The gold ring ideal here is that monster tactical
- intelligence will be able to keep growing and growing
- without running into spaghetti code issues, because the
- Behavior resources will be isolated. Different Behaviour
- resources will also allow us to assign unique /behaviour/
- to different groups of monsters just like monster resources
- assign different /abilities/. This will hopefully give the
- monsters as a whole more personality.
- The game mechanics of Incursion are very prone to "X
- counters Y, countered by Z", and rule-based behavior will
- make monsters able to act on this, making fights with them
- -- especially casters -- much more tactical.
- Monster Targeting Rewrite
- Refactor target code so that it uses my coding conventions
- instead of Westley's, make more complex loyalties possible
- with monster memory, so NPCs might betray you over time
- or remember you treated them well, target code will then be
- fully accessable from IncursionScript, fix remaining glitches
- with hostility, etc.
- Modular Save/Restore
- Game will cache levels not currently in use in temporary
- files, and will store only differences in save files. This is a
- prerequisite to wilderness, towns and multiple dungeons,
- and according to design notes, surprisingly complex. (But
- if you think the AutoSave delay is a bitch now, imagine it
- with 5-10 dungeons with 5-15 levels each!)
- Wilderness Support
- Support for a wilderness screen, including geologically
- and climatologically credible random geography gen,
- random nation gen, travel times, wilderness encounters,
- weather hazards, getting lost, uses of Wilderness Lore,
- Herbalism and other applicable skills, placing cities and
- such on the map, etc. BIG task.
- High-Level Pack
- Implementation of character levels 12-20 for all classes,
- including high-level spells for wizards, priests, druids and
- all 40+ domains, capstone feats, special powers for high-
- level warriors and monks and high-CR monsters.
- (Incursion will never support "epic" levels; this was a
- design decision from very early on, because levels are a
- resource and constrained resources make roguelikes
- interesting, and because the d20 system breaks on a
- numeric level at 21+, and because my suspension of
- disbelief breaks too. I may adapt some epic feats and
- concepts for 15th-to-20th-level characters, though.)
- IncursionScript Work
- Improve the script engine; add support for functions and
- parameter passing, add support for multiple loaded
- module files and 3rd-party add-on modules, document
- the script engine so others can expand Incursion, add
- development tools, implement cross-module function
- calls and cross-module scripting.
- Urban Support
- Building random cities and towns from prebuilt pieces
- and rules. Guilds for the player to join ala Omega. Multiple
- shops, some secret or restricted. City guards ala Omega.
- This is a prerequisite for the Quest system.
- Quest System
- Quests, storylines, unique NPCs with memories and
- different behavior states, and implementation of several
- specific quests. Depends on urban support and new
- monster AI, obviously. Unique, named NPC party members
- with the possibility for different social interaction, but not
- scripted dialogue.
- This will also include dynamic text resources, which will
- be used to generate random meaningful story text both
- for quests and for the player's background in much the
- same way that ADOM and Moria write a background for
- the PC, but more elaborate and extensible.
- Advanced Wilderness
- Implementation of advanced wilderness features -- the
- Seneschal skill, ability of PC to build forts and castles,
- seagoing ships, ship-to-ship combat on the wildermap,
- mass combat on the wilderness map with friendly and
- hostile units of creatures represented the same way
- that encounter groups are.
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