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Todo
Kevin "Hirato Kirata" Meyer edited this page May 3, 2013
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The official To-do list for Lamiae and Lilim, in no particular order. If you have feature requests DO NOT EDIT THIS PAGE - instead file an enhancement ticket; this is for approved targets only
If you want to contribute and don't have anything in mind, use this list to find yourself something to do. If you find a feature on this page that has been implemented, feel free to remove it.
- Interface
- Allow renderbackground and renderbackground to be overridden via UI.
- Refactor menus into data/menus/* and data/rpg/menus/*
- Allow game specific overrides of UIs; rehash on cleanup.
- Projectiles
- Adjust physics to work better with slow states if gravity is present
- Stealth mechanics
- Sneaking
- Light factors (including silhouettes from lighting mismatches against the background)
- Noise factors
- State factors (aka, who opened that door)
- Pick-pocketing
- Lock-picking
- Sneaking
- First-person HUD hands
- Models
- Animation playback
- Particle Attachments
- Thirdperson
- Projectile spawns, look direction, etc. Make these matchup with the crosshair
- Animation playback
- Minimap
- Custom blips
- More suitable blips for items and interactive objects.
- Adjust blip visibility based on character stats and awareness of targets
- Friendly-fire Protection
- 0 - off (done)
- 1 - self only (done)
- 2 - faction members
- 3 - allies
- Items
- replace chargeflags with multiple multipliers
- Variation in which the slots field is a list of the possible equip slots, rather than a list of required slots
- AI
- Allow limited simulation when their map isn't loaded
- Give them the ability to interact with world objects to accomplish their goals, eg open doors
- aitags for all world-space entities?
- Implement all basic directives
- Cutscenes
- variant that cannot be interrupted by cs_interrupt calls; allow as a main menu background
- "skip bar" - a countdown of 3000ms (which regenerates at the same speed. When it hits 0, the cutscene is skipped. The idea is to prevent accidental skipping
- Status effects
- Reflect type
- Dispel type
- Stun type (activate ragdolls mode?)
- Silence type
- Group basic particle effects
- Interface
- Refine Journal
- Refine Status Effects
- Allow looting of equipped items from the deceased.
- Savegames
- Save and restore AI directives
- Signals
- "enter" signal - to be called whenever you enter a specific map.
- Triggers
- Allow defining an arbitrary volume, in which if an entity is detected, a signal will be invoked.
- Platforms
- Allow the movement target to be explicitly set and queried.
- Status effects
- Status effect to adjust size
- Grant certain targets some immunities; eg no polymorphing that crate into a sheep!
- Critters
- Expose secondary stat curves to script; allow them to be redefined. eg, take level out of the calculation for max HP
- Allow overriding the amount of EXP a creature gives with a fixed amount
- Worldspace entities
- Resistance to movement should be based on weight and strength
- Allow defining a custom bounding box size to use with the base model
- AI
- Take allies into consideration when attacking.
- dodge incoming projectiles (if possible) and other traps
- routines to inspect items and inventory to use the ideal tools
- Items
- Item degradation
- Temporary item buffs
- HUD
- Allow identification of faraway targets
- Allow multiple, store them in a hashtable; makes it possible to save and restore them for situational enhancements
- Savegames
- generate a "restore" savegame on exit, for more roguelike gameplay.
- Attacks
- Delay before weapons/attacks are activated; can sort of be simulated with the charge meter
- Trace animation path for melee weapons to determine hit arc and reach.
- Sound effects
- Projectile firing, travel and death
- Lingering status effects
- Spell charging
- Particles
- Support for spawning particles in script
- Taper spawned particles based on distance
- Start emitting particles at least some distance away from the player as to avoid blocking his view.
- Always on screen compartments down the right with refactored mini versions of the editing menus; the cursor can switch between locked and free modes with a press of TAB.
- Add support for airborne/flying objects
- Allow rotation of mapmodels around X and Y axis as well (todo: physics)
- Support right click events for the user interface