Low Priority Projects

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This is a player-requested feature that was suggested may aid new player comprehension. This is a player-requested feature that was suggested may aid new player comprehension.
 + Redesign the Wandslinger vigil raids into an extension which can be incorporated into the basic designs of a city. The creatures used for the invasions can be defined within the city's definition structure, and pretty much customized on a city level as well as interacting with the current wandslinger ability.
 +
 + Set up some sort of functionality to add more descriptions into the air space above a 3d region, to break up the monotony of 1000's of rooms of empty skies.
 +
 + Create a basic alchemical conversion process which can convert one material into another.
 +
 + Add a description to the 'help <race>' files so that players have some idea of what a venescera, for example, is.
 +
 + Expand the selection of herbs available, as well as their application/consumption methods.
 +
 + Expand the selection of diseases available, as well as defining various vectors for transmission.
 +
 + Expand the selection of poisons/venoms/toxins available, as well as defining conveyance and toxin types (nerve toxin works differently than a conversion toxin, and will affect certain races differently).
 +
 + Write up some basic functional help files for the tracers and evals with some commonly used examples. Exceptionally good for training a new developer.
 +
 + Write up help files for most of our man files.
 +
 + Write up documentation of the privs, including what new commands are available.
 +
 + Develop a semi-functional crafting system that incorporates raw materials converted into a finished product. As a low priority project, it doesn't have to be fancy but at least it would be a start.
 +
 + Develop the basis for clockwork mechanism/autonomon.
 +
 + Clarify Undeath and develop it in terms of defining the different levels of undeath, similar to the varying levels of sentience. With this comes an update to the turn undead ability.
 +
 + Expand and define the different types of demonic entities.
 +
 + Expand and define the different types of faeries, both Seelie, Unseelie, and beyond.
 +
 + Update the Quest for Trivial Knowledge so that it no longer makes reference to places that were updated years ago.
 +
 + Establish the basis for competitive games, such as drinking games, archery tournaments, jousting tourneys, and sports.
 +
 + Establish a system for gladiatorial combat.
 +
 + Establish a gambling system that handles betting, odds, and pay outs.
 +
 + Create a simple, dynamic community that starts as a single building and expands. Example: Immediately after boot, a potion merchant sets up a small stand at the wsp and makes money off of the many adventurers that gather there. After four hours, another merchant joins him, and the potion merchant has a building built for him. As time passes, more merchants show up and build their own buildings. Killing the merchants resets everything, and at the first interval after reset, a potion merchant sets up a small carts from which he dispenses his wares.
 +
 + Create a basic lifecycle that allows a creature to develop from a newborn to maturity, with different phases of its life defined. This would add much greater functionality to time magick, aging, aging retardation, and age reversal.
 +
 + Establish an illusion extension, which can be easily applied to any number of objects.
 +
 + Tweak the weather daemon to be affected by terrain or by region. This will become more important once we have entire regions of a desert climate.
 +
 + Tweak the weather system to include all the phases of the moon. One of them is currently absent.
 +
 + Develop an extension that can be loaded into a guild that can be used to track in-guild quests
 +
 + Develop a means of actually altering the environment via spells. This can include changing the weather (Call Rain, or Create Fog), changing the temperature, converting ice to water, causing vegetation to wilt, etc.
 +
 + Develop alternate sensory methods, such as tracking by sense of smell, insectile vibrational sense, infravision, or heat pits.
 +
 + Go through all of the files in /obj and update the code to semi-recent standards.
 +
 + Dig into the race and culture code to set up more specific physical features for certain cultures. Certain cultures can be more limited to just fair colourations, while others are all predominantly dark complected. Sekh can be diversified by start regions as to what they fur pattern is.
 +
 + Incorporate colour patterns into materials, such as Pattern_Tabby for Material_Fur, or Pattern_Veined for Material_Granite.
 +
 + Update the vehicle code and incorporate into the game.
 +
 + Create environmental hazards, such as heat causing dehydration, extreme cold causing cold damage and frostbite, hail causing impact damage.
 +
 + Create destructible terrain, so that buildings can be set on fire, walls can be smashed apart, vegetation can be wilted away/burned, etc
 +
 + Write up the actual cultures, including literature, origins, appearance, religion, visual arts, music, economy, trade, craftsmanship, science, theatre, entertainment, sports, cuisine, customs, and holidays.
[[Category: Development]] [[Category: Development]]

Revision as of 18:42, 18 February 2009

This is a list of developer projects that would improve "polish" (player-side usability or ease of reference for developers) in some way, but are not of immediate concern. Updating this page is a way of saying that you thought about something but are too lazy (or busy, if you want to feel better) to do it yourself. The projects here are of widely varying difficulty levels, and as such might be appropriate for a developer wishing to improve their familiarity with core-leaning functionality.

This is not an Ideas page for player modification.


Adjust the utilize / locate name process such that privately named objects are chosen last when executing a command with any of the object's generic names.
For example, "shoot arrow" when the user has a silver arrow named Wolfslayer and a pile of 'regular' arrows in their inventory would always use a regular arrow first, 
regardless of the order of acquisition.
Create user-configurable settings for displaying combat messages; for instance, the ability to turn off the part of a combat result that says "...despite its attempt to dodge".
This is a player-requested feature that was suggested may aid new player comprehension.
Redesign the Wandslinger vigil raids into an extension which can be incorporated into the basic designs of a city.  The creatures used for the invasions can be defined within the city's definition structure, and pretty much customized on a city level as well as interacting with the current wandslinger ability.
Set up some sort of functionality to add more descriptions into the air space above a 3d region, to break up the monotony of 1000's of rooms of empty skies.
Create a basic alchemical conversion process which can convert one material into another.
Add a description to the 'help <race>' files so that players have some idea of what a venescera, for example, is.
Expand the selection of herbs available, as well as their application/consumption methods.
Expand the selection of diseases available, as well as defining various vectors for transmission.
Expand the selection of poisons/venoms/toxins available, as well as defining conveyance and toxin types (nerve toxin works differently than a conversion toxin, and will affect certain races differently).
Write up some basic functional help files for the tracers and evals with some commonly used examples.  Exceptionally good for training a new developer.
Write up help files for most of our man files.
Write up documentation of the privs, including what new commands are available.
Develop a semi-functional crafting system that incorporates raw materials converted into a finished product.  As a low priority project, it doesn't have to be fancy but at least it would be a start.
Develop the basis for clockwork mechanism/autonomon.
Clarify Undeath and develop it in terms of defining the different levels of undeath, similar to the varying levels of sentience.  With this comes an update to the turn undead ability.
Expand and define the different types of demonic entities.
Expand and define the different types of faeries, both Seelie, Unseelie, and beyond.
Update the Quest for Trivial Knowledge so that it no longer makes reference to places that were updated years ago.
Establish the basis for competitive games, such as drinking games, archery tournaments, jousting tourneys, and sports.
Establish a system for gladiatorial combat.
Establish a gambling system that handles betting, odds, and pay outs.
Create a simple, dynamic community that starts as a single building and expands.  Example:  Immediately after boot, a potion merchant sets up a small stand at the wsp and makes money off of the many adventurers that gather there.  After four hours, another merchant joins him, and the potion merchant has a building built for him.  As time passes, more merchants show up and build their own buildings.  Killing the merchants resets everything, and at the first interval after reset, a potion merchant sets up a small carts from which he dispenses his wares.
Create a basic lifecycle that allows a creature to develop from a newborn to maturity, with different phases of its life defined.  This would add much greater functionality to time magick, aging, aging retardation, and age reversal.
Establish an illusion extension, which can be easily applied to any number of objects.
Tweak the weather daemon to be affected by terrain or by region.  This will become more important once we have entire regions of a desert climate.
Tweak the weather system to include all the phases of the moon.  One of them is currently absent.
Develop an extension that can be loaded into a guild that can be used to track in-guild quests
Develop a means of actually altering the environment via spells.  This can include changing the weather (Call Rain, or Create Fog), changing the temperature, converting ice to water, causing vegetation to wilt, etc.
Develop alternate sensory methods, such as tracking by sense of smell, insectile vibrational sense, infravision, or heat pits. 
Go through all of the files in /obj and update the code to semi-recent standards.
Dig into the race and culture code to set up more specific physical features for certain cultures.  Certain cultures can be more limited to just fair colourations, while others are all predominantly dark complected.  Sekh can be diversified by start regions as to what they fur pattern is.
Incorporate colour patterns into materials, such as Pattern_Tabby for Material_Fur, or Pattern_Veined for Material_Granite.
Update the vehicle code and incorporate into the game.
Create environmental hazards, such as heat causing dehydration, extreme cold causing cold damage and frostbite, hail causing impact damage.
Create destructible terrain, so that buildings can be set on fire, walls can be smashed apart, vegetation can be wilted away/burned, etc
Write up the actual cultures, including literature, origins, appearance, religion, visual arts, music, economy, trade, craftsmanship, science, theatre, entertainment, sports, cuisine, customs, and holidays.
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