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NIFE priority list
Posted: Posted March 12th
Edited March 25th by Xhin

I'll be working on this post throughout the day as a way of preparing myself for Wednesday/Thursday.

Things I want to do first

1. Potions v3
2. Fountains
3. Weapon Auras
4. Cursed/hallowed/broken equipment
5. Events to add auras
6. More status effects (hostile enemies, stuff for v5 features)
6. Fishing plugin

Things that need to get done

0. Do QD session for ALL features
1. Track specific weapon experience for skills
2. Fix Regen/poison for skills and events
3. Weapons organize effects like potions v3
4. Weapon attack events
5. Profile improvements
6. Foe panel improvements
7. Make lockpicks/machines/keycards equips
8. Conditional items
9. Skills events/conditions
10. Lanterns plugin
11. Conditional events
12. More uses for conditions in general
13. More event triggers
14. More experience hooks

Things I need to do but are complicated

1. Item stacking
2. Character/Item instancing

v6 Features

1. Blessed items plugin
2. Tables plugin
3. Trays plugin
4. Fast travel via room traits
5. Consoles
6. Sorcery plugin
7. Liquids plugin
8. Lootboxes plugin
9. Homesteading plugin
10. Crops v2
11. Livestock plugin
12. Genesis megaplugin
13. Weather plugin
14. Tools plugin
15. Astrology plugin
16. Forge plugin
17. Enchantments plugin

Still to do: resort priorities within some of these lists, write-up mechanics where needed, prioritize vC and vN updates.

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There are 5 Replies

One thing that's messing with me: I need to carefully go over each new feature and enable/disable pieces according to installed plugins. This is going to mess with the Panel Docs too so I'm going to hold off in those until all the polishing tasks are done and I start v6.

Posted March 12th by Xhin
 

Going to stick technical notes here on each thing so I have something to do in my breaks. Feel free to ignore, this is for my use.

Potions v3

  • Create list functions for status effects, auras

  • Alter the existing potion functions so you sort by function rather than property. Also drastically increase var space.

  • You then select the property based on the potion affects (char/item) and the function

  • Couple the functions list with the effects and auras lists.

  • add "clear aura type" and "clear all" functions for drink potions

  • Have named listings (like conditions) so potions can display their effects easily -- will probably require named listings for effects and auras.

  • Choosing pour hides fling

  • Copy named listings to player profile display

    That should cover everything. I'll look it over and fix it or do fountains on my next break.


  • Edited March 13th by Xhin
     

    fountains

    Fountains are just potion fixtures that you can use continuously. For the time being, they can be hidden and don't have limits.

    When I do the Fixture update, theyll be able to have the same type of limits as mines.

    Would like to Liquid-ize Mines and Fountains so you could say drink 400ml of a 10 liter fountain and recover 50HP. will probably do this somewhere around the Liquids plugin and try to condense the features somehow.

    Posted March 13th by Xhin
     

    Weapon Auras

    This feature gives weapons the capability of temporarily debuffing the thing they're attacking via the auras system. Should be straightforward. If potions v3 goes well, could probably do a weapon update to condense their effects as well.

    Timed Auras

    Wasn't mentioned, but time-based auras should be pretty feasible. Will cover on next break.

    Posted March 13th by Xhin
     

    Actually timed auras are better saved for either the weather or astrology plugin.

    The rest of this stuff I have a pretty good idea how it works. I'll probably dig through my checklist and try to find stuff to plan out though.

    Tomorrow I'm going to try to hit NIFE pretty hard -- looking to at least upgrade potions, though I'll probably veer off on random tangents too.

    Posted March 13th by Xhin
     
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