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  1. ++Next
  2.  
  3. maybe make town smaller
  4.  
  5.  
  6.  
  7.  
  8. Add carpenter
  9.     Needs NPC
  10.     Will only upgrade stuff
  11.     Each upgrade takes 2 days to finish, carpenter npc is not available again until building is finished
  12.  
  13.  
  14. Add furniture store
  15.     Needs npc
  16.     Sells house upgrades
  17.     Similar to key items in item shop, but some only appear if house is big enough
  18.     Later on, npc sells furniture to decorate bedroom
  19.  
  20.  
  21.  
  22. Add cave map
  23.  
  24.  
  25.  
  26. ++ TODO Long term
  27.  
  28.  
  29.  
  30.  
  31. ++Minor things
  32.  
  33.  
  34.  
  35.  
  36.  
  37. ++done
  38.  
  39. Add some treasure chests and keys to open them
  40.     Spookey chest, key dropped by wisp boss, contains large bone, club with bonus dark element damage
  41.     Chest at camp fire in forest, no key needed to open, contains rusty sword, low damage sword than can stun
  42.     Fairy Chest, key dropped by fairy king boss, contains Chastie, a spear that on hit has a chance of granting hp regen for a few seconds
  43.     Chest at dilapidated buildings and ruins, no keys needed to open, contains ancient armor, has high defence but prevents running
  44.  
  45.  
  46. Finish plains
  47.     Needs dead tree area, spawns wisps at night and has few pall shrooms
  48.    
  49.     Needs thorn maze, hard to navigate and can damage player
  50.    
  51.     Needs minor details like statue, pond and small cliffs
  52.     Statue can summon a boss much later on, need two special items
  53.         Need blue and red eye from desert and snowy area
  54.         Boss is a golem that drops a lot of ores and gems
  55.         Once eyes are inserted, boss can be resummoned once a week
  56.     Add few treasure chests
  57.  
  58.  
  59. make watering can usable by pressing key it's assigned too
  60.  
  61. add message for when equipment breaks
  62.  
  63. Add fairy boss to plains
  64.  
  65. Add things to indicate keys used in game
  66.  
  67. Add tutorial for shop, after merigold has given watering can, osterwald enters and tells player about shop
  68.  
  69. maybe add hints when crafting items about what items can do if it's known in codex
  70.  
  71. make stairs more visible
  72.  
  73.  
  74. Add message when entering area
  75.     Appears at top of screen stating the areas name for a few seconds
  76.    
  77. reduce codex requirements for material info
  78.  
  79. increase drop rates of common items
  80.  
  81.  
  82. Fix hand skinc olor not matching face skin color in character creator (after character is made only)
  83.  
  84. Event System
  85.     Broken down into various parts
  86.    
  87.     Event Trigger
  88.         When player triggers a teleporter, check event triggers for conditions, if true save this in event manager
  89.        
  90.     Event Manager
  91.         Saves what events havve been triggered and what events to trigger when a scene is loaded
  92.    
  93.     Event Handler
  94.         Handles the actual event, when a scene is loaded event handler checks event manager if an event needs to be played
  95.         If so this handles it
  96.        
  97.     Event Holder
  98.         Handles the actual playing of an event, stores a list of event nodes, prepares event to be played then iterates through the list performaing actions as needed
  99.    
  100.         If an event is played, disable all npc routines, enable them once event ends
  101.             NPC routines should start disactivated then event handler should enable them if no event is to be played
  102.         When event starts position player, enable navmesh agent on player and disable input, undo these when event ends
  103.        
  104.    
  105.     Event Node
  106.         Event nodes handle what happens at each point in the event, such as moving or playing a dialog, list of event nodes is saved in event handler
  107.         then iterated through as needed
  108.  
  109.  
  110.     NEED TWO DIALOGNODES for events
  111.     Event Initial to call as the intial node but also end it (if there is only 1 node)
  112.     And Event End, which is called as the last node to end the event
  113. Weather
  114.     Rain and snow and effects (rain waters plants)
  115.  
  116.  
  117.     Change item name to item quality for crafted items, instead of modifying name, add a quality from 1 to 10 instead, add to UI stars that represent quality of all items  //done
  118.    
  119.     Add tired when game passes midnight //done
  120.    
  121.     Make sure hotbar UI is updated whenever items are removed from inventory (crafting, transmuting, finishing quests etc) //done
  122.  
  123.     Optimize UI by adding canvases for each part of the UI, especially to scrollview elements
  124.  
  125.     Make shops reduce money when buying items   //DONE
  126.    
  127.     Add durability to all gear //done
  128.    
  129.     Add opening sound to treasure chests when opened
  130.    
  131.     Add info to storage about how much storage space is total (storage page 1/1 and items in storage 0/40 for example) //done
  132.  
  133.     Add exp gain for killing enemies and particle effect for levelling up //done
  134.    
  135.     Fix being able to hit enemies who are in a death state but haven't vanished yet //done
  136.    
  137.     Change shop reputation gain to show levels gained instead of exp gained //done
  138.    
  139.     Change sell bin into alchemical device and make it an upgrade that must be purchased, possibly a transmutation pot //partly done, need to make shop that allows upgrades of house
  140.    
  141.     Add sound effect to buttons when they are clicked
  142.    
  143.     On quest log, add text saying no quests accepted if player has no quests    //done
  144.    
  145.     Change interactive objects to all inherit from one base type with a single overridable function that is called when interacting with it //done
  146.    
  147.  
  148.  
  149.  
  150.  
  151.  
  152.  
  153. Add house map and dynamically load it in
  154.  
  155.  
  156. Add ability to buy items and upgrades to home including UI
  157.  
  158.  
  159.  
  160.  
  161. Death
  162.     Make player spawn in the doctors office the next day if knocked out in combat
  163.  
  164. Reputation
  165.     System is in place but no NPCS are added
  166.     Once NPCS are added add reputation for them to list and populate list when a new game is started (otherwise load it from save file)
  167.  
  168.  
  169. Initiation Scene
  170.     Add a scene to initiate various game objects like manager, canvas, player and so on, this should be called after title screen but before game starts
  171.  
  172.  
  173. Key items
  174.     System in place but need to add effects of them
  175.     Have added effects for scarf, poncho and ice
  176.  
  177.  
  178.  
  179. Combat
  180.     Make combat more responsive
  181.     Reduce delay after attacks
  182.     Change weapon swap delay to be as long as attack lasts
  183.  
  184.  
  185. NPC Routine system rework
  186.  
  187.     Make it a single list of RoutineNodes (serialize so can be added/edited in editor)
  188.     Each node stores data and determines next action
  189.     Actions are either Goto next node, wait until time, or NPC Vanishes, nodes also handle location, rotation and animations
  190.  
  191.  
  192. CODEX
  193.     Add JSON file for both materials and monsters and have the list generated from this file
  194.  
  195. House
  196.     Finish home set up, including garden and all furniture
  197.     Need to add bushes and let them grow, bushes grow in all seasons, dont need watering but take a long time to initially grow, once fully grown they regrow every
  198.     so often
  199.  
  200. Add seasons
  201.     Make crops only grow in a specific season   //done
  202.     Change some object appearances based on season (only in town/forest/plains/beach)   //done
  203.     adjust npc routines based on seasons, additionally change based on day  //done
  204.     adjust npc dialog system to say different things based on day/season, additionally add random starting dialog possibility
  205.  
  206.  
  207. Loading/saving
  208.     Do not serialize data directly
  209.    
  210.     When saving create templates to be loaded later such as a playerstats class
  211.     For stats, on saving use Get() to get stat amount then when loading set values to this amount
  212.     For inventory must use nested list
  213.     basically items must be a class and so must itemeffects, then construct this for each item, add it to inventory list and save it
  214.     when loading must do the reverse and reconstruct things
  215.     Equipped items must do the same
  216.    
  217.     Stuff that needs to be saved
  218.    
  219.     Player
  220.         Stats
  221.         Inventory including storage
  222.         Quests
  223.         crafting stats
  224.         DONT save status effects but clear list before saving so effects dont become permanent
  225.        
  226.         TOO ADD
  227.         Key Items
  228.        
  229.     Manager
  230.         Day/time
  231.         Opened treasure chests
  232.         House
  233.         Shop (not temp stuff)
  234.         NPC relations
  235.        
  236.         TOO ADD
  237.         Logbook (information on items, enemies, etc)
  238.  
  239. Character creation
  240.     UI added
  241.     Need to model various things like hair, clothes, accessories and then texture them
  242.     Remember to save them when game is saved then generate appearance when game is loaded
  243.  
  244.  
  245. Add system to store information about monsters, items and so on as bookcase in workshop
  246.  
  247. Add ability to sleep in bed
  248.     Calls end of day function and resets day
  249.     Screen should fade while jungle plays
  250.  
  251.  
  252. Selling items
  253.     Add bin to sell items in home
  254.     Once sold items cannot be retrieved
  255.     Money is only given when player rests at night
  256.     Money earned for selling items is much less than normal (50-60% of normal price)
  257.  
  258. Key Items
  259.     Add UI, effects should be determined on a case by case basis (when a sack is purchased it should increase inventory size, etc)
  260.  
  261. Make clock face functional
  262.  
  263. Npc relations and ui
  264.  
  265.     Item Storage
  266.         Comes with 40 slots
  267.         Upgrades add +40 each, max is 200ish?
  268.         Just use simple list instead of array
  269.        
  270.         Need testing
  271.  
  272. PLAYER SHOP
  273.    
  274.     Make time pause when shop is open
  275.    
  276.     Hide normal UI when shop is opened (hp bars and such)
  277.     Display Shop UI instead, should display total gold player has, gold earned and have a way to close shop
  278.    
  279.     Add way to close shop
  280.     When shop is closed add a "Shop is closing" particle effect above players head then make all NPCS leave
  281.     When shop is closed set time to 6PM
  282.    
  283.     Show stat screen for the day such as total items sold, profit made, customers visited and exp earned
  284.  
  285.  
  286. Shop system (selling items)
  287.     System works as follows
  288.     Player opens shop, this freezes time, when they close the shop time is set to 5PM
  289.     While shop is open every now and then NPCs are spawned
  290.     NPC pick a random item and attempt to buy it
  291.     Player can accept or decline to sell it
  292.  
  293.     Shop has 10 slots initially, upgrading adds more
  294.     Shop has a reputation which is it's level, selling stuff increases reputation, refusing lowers it (cannot drop level, just lose exp to next level)
  295.     Player can only sell items they have crafted
  296.    
  297.     NPC are spawned with random stats, these are based on a template and shops reputation, stats are
  298.     NPC will spawn randomly but after a set amount of spawns (based on reputation) spawn rates decrease
  299.     Gold, how much the npc has, determines what they can buy, each shop level increases this by 2%
  300.     Patience, how many attempts the npc will make at buying an item
  301.     Likes/dislikes
  302.         NPC can love/like/neutral/dislike/hate items
  303.         Love - Will always buy
  304.         Like - 75% chance to buy
  305.         Neutral - 50% chance to buy
  306.         Dislike - 25% chance to buy
  307.         Hate - Wont buy
  308.        
  309.         Chance increases by 1% per 5% gold cheaper than the npcs gold the item costs (if npc has 1000 gold and item costs 500 that is 50% less which is 10% more chance)
  310.  
  311.  
  312. Add ability to teleporters to change managers lighting to indoors/outdoors lighting
  313.  
  314. Change defence to percentage based formula should be damage taken = 0.995 ** defence
  315. damage taken at defence values
  316. 10 = 95%
  317. 25 = 88%
  318. 50 = 77%
  319. 100 = 60%
  320. 200 = 36%
  321. 500 = 8%
  322. 1000 = 0.6%
  323.  
  324. Item defence values should be 10, 20, 40, 70, 110
  325.  
  326. Weapon Durability
  327.  
  328. Gardening system
  329.     Add ability to use watering can, fertilizer and seeds
  330.    
  331.     Add well to fill up water
  332.    
  333.     Add animations for using things
  334.    
  335.    
  336.  
  337.  
  338.     Need to make seeds and fertilizer usable only when facing plant pot
  339.     Need to add watering can item that can be reused x number of times until it's empty
  340.     Watering can also needs situational useability, waters plants if standing infront of them but will fill up the watering can if near a well
  341.  
  342.     Make persistent between scene changes
  343.  
  344.     ++next
  345.    
  346.     Reduce water on watering crop
  347.    
  348.     Add well to refill water
  349.  
  350.     Add ferilizer
  351.  
  352.  
  353. Add item gathering system plus make it persistent
  354.     Should reset everyday
  355.     Have base object and 2 children, one is ungathered object, other is gathered object, disactivate one and activate the other on gather
  356.    
  357.     Need prefabs for ease of use but otherwise done
  358.  
  359. Scene change and loading screens
  360.     need to make things persistent between scenes
  361.    
  362.    
  363.  
  364. Finish Shop and buying items
  365.  
  366.  
  367. Add NPC routine system
  368.     System is a series of game objects with a script
  369.     Each tied to a prefab of the NPC
  370.     When scene is loaded prefab is created if needed and a reference to it is saved
  371.     Script has a list which stores time, location and action, at specific time npc action is called. will probably need 3 lists for each thing,
  372.     location should be an object on the map
  373.     actions are wait or move to
  374.     When scene is loaded prefab is created based on this list
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