Revision: 73bbcced982a
Author: Kevin Wells <
DarkOp...@gmail.com>
Date: Wed Apr 20 05:55:33 2011
Log: Updated todos.
http://code.google.com/p/escape-from-the-masters-lair/source/detail?r=73bbcced982a
Modified:
/Development/Ideas.rtf
/Development/Old To Do.rtf
=======================================
--- /Development/Ideas.rtf Wed Apr 20 05:54:06 2011
+++ /Development/Ideas.rtf Wed Apr 20 05:55:33 2011
@@ -1,8 +1,4 @@
{\rtf1\ansi\ansicpg1252\deff0\deflang1033{\fonttbl{\f0\fnil\fcharset0
Calibri;}}
-{\*\generator Msftedit
5.41.21.2510;}\viewkind4\uc1\pard\sa200\sl276\slmult1\lang9\strike\f0\fs22
The darkness should be more dangerous than simply not allowing the player
to see far, though. Perhaps some enemies can only move in the darkness.
Others could only spawn in the darkness. Maybe some kind of zergling type
creature (small and weak, but lots can spawn) that only spawns in the dark
near the player.\strike0\par
-\strike I need to add monsters spawning over time. Also, dark-spawning
monsters.\strike0\par
-\strike Maybe monsters initially spawned on a level should be determined
by the dungeon level, but monsters spawned later on a given level are
determined by the player's current experience level.\strike0\par
-I think I should add a special new equipment slot for a launcher item. It
could work similarly to armor, in that ONLY launcher items can go in it.
This way, you could have a launcher item equipped while also dual-wielding
or single-wielding decent melee items. Right now, if you want melee and
ranged attacks ready, you have to have a melee and launcher item equipped
in the hand slots. But, this means that the launcher weapon is figured into
melee attacks.\par
-\strike At higher levels, monsters could spawn with their items from their
race template. At lower levels, the items would be ignored.\strike0\par
+{\*\generator Msftedit
5.41.21.2510;}\viewkind4\uc1\pard\sa200\sl276\slmult1\lang9\f0\fs22 I think
I should add a special new equipment slot for a launcher item. It could
work similarly to armor, in that ONLY launcher items can go in it. This
way, you could have a launcher item equipped while also dual-wielding or
single-wielding decent melee items. Right now, if you want melee and ranged
attacks ready, you have to have a melee and launcher item equipped in the
hand slots. But, this means that the launcher weapon is figured into melee
attacks.\par
}
=======================================
--- /Development/Old To Do.rtf Tue Apr 19 22:46:05 2011
+++ /Development/Old To Do.rtf Wed Apr 20 05:55:33 2011
@@ -145,6 +145,10 @@
\strike -Add random character selection stuff to game startup.\strike0\par
\strike -Finish making current races all unique.\strike0\par
\strike -Add race descriptions to race selection screen.\strike0\par
-\strike -Add smart startup choice thing.\strike0\par
+\strike -Add smart startup choice thing.\par
+\pard\sa200\sl276\slmult1 The darkness should be more dangerous than
simply not allowing the player to see far, though. Perhaps some enemies
can only move in the darkness. Others could only spawn in the darkness.
Maybe some kind of zergling type creature (small and weak, but lots can
spawn) that only spawns in the dark near the player.\strike0\par
+\strike I need to add monsters spawning over time. Also, dark-spawning
monsters.\strike0\par
+\pard\sa200\sl240\slmult1\strike Maybe monsters initially spawned on a
level should be determined by the dungeon level, but monsters spawned later
on a given level are determined by the player's current experience
level.\par
+At higher levels, monsters could spawn with their items from their race
template. At lower levels, the items would be ignored.\strike0\par
}