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- ++Next
- maybe make town smaller
- Add carpenter
- Needs NPC
- Will only upgrade stuff
- Each upgrade takes 2 days to finish, carpenter npc is not available again until building is finished
- Add furniture store
- Needs npc
- Sells house upgrades
- Similar to key items in item shop, but some only appear if house is big enough
- Later on, npc sells furniture to decorate bedroom
- Add cave map
- ++ TODO Long term
- ++Minor things
- ++done
- Add some treasure chests and keys to open them
- Spookey chest, key dropped by wisp boss, contains large bone, club with bonus dark element damage
- Chest at camp fire in forest, no key needed to open, contains rusty sword, low damage sword than can stun
- 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
- Chest at dilapidated buildings and ruins, no keys needed to open, contains ancient armor, has high defence but prevents running
- Finish plains
- Needs dead tree area, spawns wisps at night and has few pall shrooms
- Needs thorn maze, hard to navigate and can damage player
- Needs minor details like statue, pond and small cliffs
- Statue can summon a boss much later on, need two special items
- Need blue and red eye from desert and snowy area
- Boss is a golem that drops a lot of ores and gems
- Once eyes are inserted, boss can be resummoned once a week
- Add few treasure chests
- make watering can usable by pressing key it's assigned too
- add message for when equipment breaks
- Add fairy boss to plains
- Add things to indicate keys used in game
- Add tutorial for shop, after merigold has given watering can, osterwald enters and tells player about shop
- maybe add hints when crafting items about what items can do if it's known in codex
- make stairs more visible
- Add message when entering area
- Appears at top of screen stating the areas name for a few seconds
- reduce codex requirements for material info
- increase drop rates of common items
- Fix hand skinc olor not matching face skin color in character creator (after character is made only)
- Event System
- Broken down into various parts
- Event Trigger
- When player triggers a teleporter, check event triggers for conditions, if true save this in event manager
- Event Manager
- Saves what events havve been triggered and what events to trigger when a scene is loaded
- Event Handler
- Handles the actual event, when a scene is loaded event handler checks event manager if an event needs to be played
- If so this handles it
- Event Holder
- 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
- If an event is played, disable all npc routines, enable them once event ends
- NPC routines should start disactivated then event handler should enable them if no event is to be played
- When event starts position player, enable navmesh agent on player and disable input, undo these when event ends
- Event Node
- 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
- then iterated through as needed
- NEED TWO DIALOGNODES for events
- Event Initial to call as the intial node but also end it (if there is only 1 node)
- And Event End, which is called as the last node to end the event
- Weather
- Rain and snow and effects (rain waters plants)
- 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
- Add tired when game passes midnight //done
- Make sure hotbar UI is updated whenever items are removed from inventory (crafting, transmuting, finishing quests etc) //done
- Optimize UI by adding canvases for each part of the UI, especially to scrollview elements
- Make shops reduce money when buying items //DONE
- Add durability to all gear //done
- Add opening sound to treasure chests when opened
- Add info to storage about how much storage space is total (storage page 1/1 and items in storage 0/40 for example) //done
- Add exp gain for killing enemies and particle effect for levelling up //done
- Fix being able to hit enemies who are in a death state but haven't vanished yet //done
- Change shop reputation gain to show levels gained instead of exp gained //done
- 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
- Add sound effect to buttons when they are clicked
- On quest log, add text saying no quests accepted if player has no quests //done
- Change interactive objects to all inherit from one base type with a single overridable function that is called when interacting with it //done
- Add house map and dynamically load it in
- Add ability to buy items and upgrades to home including UI
- Death
- Make player spawn in the doctors office the next day if knocked out in combat
- Reputation
- System is in place but no NPCS are added
- 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)
- Initiation Scene
- 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
- Key items
- System in place but need to add effects of them
- Have added effects for scarf, poncho and ice
- Combat
- Make combat more responsive
- Reduce delay after attacks
- Change weapon swap delay to be as long as attack lasts
- NPC Routine system rework
- Make it a single list of RoutineNodes (serialize so can be added/edited in editor)
- Each node stores data and determines next action
- Actions are either Goto next node, wait until time, or NPC Vanishes, nodes also handle location, rotation and animations
- CODEX
- Add JSON file for both materials and monsters and have the list generated from this file
- House
- Finish home set up, including garden and all furniture
- 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
- so often
- Add seasons
- Make crops only grow in a specific season //done
- Change some object appearances based on season (only in town/forest/plains/beach) //done
- adjust npc routines based on seasons, additionally change based on day //done
- adjust npc dialog system to say different things based on day/season, additionally add random starting dialog possibility
- Loading/saving
- Do not serialize data directly
- When saving create templates to be loaded later such as a playerstats class
- For stats, on saving use Get() to get stat amount then when loading set values to this amount
- For inventory must use nested list
- basically items must be a class and so must itemeffects, then construct this for each item, add it to inventory list and save it
- when loading must do the reverse and reconstruct things
- Equipped items must do the same
- Stuff that needs to be saved
- Player
- Stats
- Inventory including storage
- Quests
- crafting stats
- DONT save status effects but clear list before saving so effects dont become permanent
- TOO ADD
- Key Items
- Manager
- Day/time
- Opened treasure chests
- House
- Shop (not temp stuff)
- NPC relations
- TOO ADD
- Logbook (information on items, enemies, etc)
- Character creation
- UI added
- Need to model various things like hair, clothes, accessories and then texture them
- Remember to save them when game is saved then generate appearance when game is loaded
- Add system to store information about monsters, items and so on as bookcase in workshop
- Add ability to sleep in bed
- Calls end of day function and resets day
- Screen should fade while jungle plays
- Selling items
- Add bin to sell items in home
- Once sold items cannot be retrieved
- Money is only given when player rests at night
- Money earned for selling items is much less than normal (50-60% of normal price)
- Key Items
- Add UI, effects should be determined on a case by case basis (when a sack is purchased it should increase inventory size, etc)
- Make clock face functional
- Npc relations and ui
- Item Storage
- Comes with 40 slots
- Upgrades add +40 each, max is 200ish?
- Just use simple list instead of array
- Need testing
- PLAYER SHOP
- Make time pause when shop is open
- Hide normal UI when shop is opened (hp bars and such)
- Display Shop UI instead, should display total gold player has, gold earned and have a way to close shop
- Add way to close shop
- When shop is closed add a "Shop is closing" particle effect above players head then make all NPCS leave
- When shop is closed set time to 6PM
- Show stat screen for the day such as total items sold, profit made, customers visited and exp earned
- Shop system (selling items)
- System works as follows
- Player opens shop, this freezes time, when they close the shop time is set to 5PM
- While shop is open every now and then NPCs are spawned
- NPC pick a random item and attempt to buy it
- Player can accept or decline to sell it
- Shop has 10 slots initially, upgrading adds more
- 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)
- Player can only sell items they have crafted
- NPC are spawned with random stats, these are based on a template and shops reputation, stats are
- NPC will spawn randomly but after a set amount of spawns (based on reputation) spawn rates decrease
- Gold, how much the npc has, determines what they can buy, each shop level increases this by 2%
- Patience, how many attempts the npc will make at buying an item
- Likes/dislikes
- NPC can love/like/neutral/dislike/hate items
- Love - Will always buy
- Like - 75% chance to buy
- Neutral - 50% chance to buy
- Dislike - 25% chance to buy
- Hate - Wont buy
- 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)
- Add ability to teleporters to change managers lighting to indoors/outdoors lighting
- Change defence to percentage based formula should be damage taken = 0.995 ** defence
- damage taken at defence values
- 10 = 95%
- 25 = 88%
- 50 = 77%
- 100 = 60%
- 200 = 36%
- 500 = 8%
- 1000 = 0.6%
- Item defence values should be 10, 20, 40, 70, 110
- Weapon Durability
- Gardening system
- Add ability to use watering can, fertilizer and seeds
- Add well to fill up water
- Add animations for using things
- Need to make seeds and fertilizer usable only when facing plant pot
- Need to add watering can item that can be reused x number of times until it's empty
- Watering can also needs situational useability, waters plants if standing infront of them but will fill up the watering can if near a well
- Make persistent between scene changes
- ++next
- Reduce water on watering crop
- Add well to refill water
- Add ferilizer
- Add item gathering system plus make it persistent
- Should reset everyday
- Have base object and 2 children, one is ungathered object, other is gathered object, disactivate one and activate the other on gather
- Need prefabs for ease of use but otherwise done
- Scene change and loading screens
- need to make things persistent between scenes
- Finish Shop and buying items
- Add NPC routine system
- System is a series of game objects with a script
- Each tied to a prefab of the NPC
- When scene is loaded prefab is created if needed and a reference to it is saved
- 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,
- location should be an object on the map
- actions are wait or move to
- When scene is loaded prefab is created based on this list
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