StendhalRefactoring: Difference between revisions
imported>MiguelAngelBlanchLardin |
imported>MiguelAngelBlanchLardin |
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Revision as of 11:42, 29 October 2005
This page propose goals to achieve in next releases of Stendhal.
So please feel free to add new things that we may have forgotten.
Items
Items available after refactoring
Creatures
Creatures available after refactoring
Creatures' actions available after refactoring
Creatures' events system proposal
Atlas
Current world status is as follows (CVS tiled files as of 2005/10/29)
http://arianne.sourceforge.net/wiki_images/atlas/stendhal_world_0.40.jpg
World map
I have found several points that need attention as they should be fixex:
- In the north there is nothing.
Let's be original and let's place mountains, a very big mountains, that hold something to illuminate world (just joking). We need to do some world expansion to north, so that player can explore there too. - We need to continue plains below the city road map, and mix that area a bit with forest.
- This area could contain a dark forest, with lots of narrow passages between trees.
- We need to continue forest to the effect is a continuos world.
- A small peacefull forest
- We need to continue forest to the effect is a continuos world.
This area is suitable for a dark forest too, but bigger and dangerous because habitants needed a castle to defend themselves. - Castle road should lead to somewhere.
Perhaps we need to create an imperial lane that linked all the cities of the empire. There are parts of that lane at forest, so we perhaps can simply make valley to consider it. - We need to continue valley to the effect is a continuos world.
- Sea there.
RP System
We need a rebalance of the RP system so it is playable and fun for both newbiews and high levels. We have to talk about several things here:
Skill system
The whole system will be skill based, so if you use sword, you will get better and better hits with the sword, but if you change to axes you will have to learn to use it again, as you did with swords. At least we have the next set of skills:
- sword
- axe
- club
- range
- shield
We need to design the system to avoid campers:
http://arianne.sourceforge.net/wiki_images/stendhal_0.39_campers.jpg
Image: Campers training in Stendhal 0.39
There are several valid approach for this problem, and IMHO we should try from less severe to most severe first.
- Blood solution
You only improve your skill when you damage/are damaged the creature - Don't get XP points nor skill points from weak creatures
- Kick idle players
No action in X minutes means that you are logout
We want to disallow first camping to increase skills, you gain skills by playing not by camping. Later we will fix camping by not respawing monsters if player is waiting for the monster. The whole point is to have player create value: fun.
Leveling up
To level up you need to gain XP by killing monsters and/or solving quests.
On level up you gain HP.
Combat
Combat right now works as follows:
risk to hit= source[ATK]-target[DEF]+ roll -10
if risk to hit > 0:
for source[ATK]+weapon times do:
damage = damage + roll 1D6;
for target[DEF]+shield+armor times do:
damage = damage - roll 1D6;
damage = damage / 4