version 1.5 | | version 1.6 |
---|
| | |
| | |
General outline of future versions: | | General outline of future versions: |
| | |
0.94.0: complete client/server implementation (done) | | |
0.94.x: Various refinements/fixes for the cs stuff above. | | |
0.95.0: Remove all X11 dependant code - only client/server play supported | | |
at that time. | | |
0.96.0: Redone object structure to remove overlapping meanings of some fields. | | |
| | |
0.99.0: Start refining crossfire to be stable and balanced for 1.0 release. | | |
This means the only changes here would likely to be bufixes, and not | | |
new features. | | |
1.0: First true public release - fully stable, and very well balanced. | | 1.0: First true public release - fully stable, and very well balanced. |
| | Post 1.0 outline, with the goal for a 2.0 release: |
| | 1.1 -> 1.5: Make the big changes that will result in the biggest bunch |
| | of new bugs. Things I think about are map tiling, increased |
| | viewable playing area, and object cleanup. Small changes can also |
| | go in these releases, but the idea is get the big stuff in early |
| | so there is more time to find the bugs and get it working |
| | (some will also require new clients or support within the client) |
| | 1.6 -> 1.8: See what is still on the TODO list and other ideas, and decide |
| | if they should get in by 2.0 or wait for 3.0 |
| | 1.9 -> 2.0: Releases for balancing and finding bugs - no new features, |
| | and bug fixes should be well thought out. |
| | |
Various bits, in no particular order. This is far from a complete list - | | Various bits, in no particular order. This is far from a complete list - |
however it keeps growing as various problems are discovered that | | however it keeps growing as various problems are discovered that |
don't have an easy fix. | | don't have an easy fix. |
| | |
Current bugs (As of 0.95.3): | | |
| | |
Server can crash when a player with lots of pet monsters enters a map | | |
without space for them. I played around a little with this, and it seems | | |
the server does the right thing in freeing objects it can't place, so there | | |
must be something a bit more to this. However, the entire map enter/exit | | |
and pet move for following players really needs to be redone (maybe 0.96 | | |
or so). | | |
| | |
------------------------------------------------------------------------------ | | ------------------------------------------------------------------------------ |
Future feature requests | | Future feature requests |
| | |
| | - Generalize the code better - split between 'rules' and 'engine'. The engine |
| | would be the aspect of loading/saving objects, dealing with maps, and |
| | basic object support (exits, levers, etc - things useful for any working |
| | system). The 'rules' would be the more general genre of the game - |
| | a science fiction game would have a different set of rules than the |
| | fantasy game. And even the same genre may have a different ruleset |
| | (ie, adding new skills). This is sort of like the current server/common |
| | split, but goes a bit more than that - the engine would be able to compile |
| | into an executable with the addition of some basic stub functions, |
| | but playing as such would really just amount to a ghost moving accross |
| | a world which time is pretty much stopped (as monsters would be in the |
| | rules side, and not engine). |
| | - Changing the stat generation system - instead of roll based, give some |
| | number of points. This makes it easier for players to choose what they |
| | want to play - otherwise, I think some clients will be written that will |
| | do this for the players in any case. |
- Change draw_info so that server tells client what type of message it is | | - Change draw_info so that server tells client what type of message it is |
instead of the color. Client can then decide what color to draw it | | instead of the color. Client can then decide what color to draw it |
or other special handling. | | or other special handling. |
| | |
- Add flag to make price of objects not affected by charisma or other | | - Add flag to make price of objects not affected by charisma or other |
abilities. This should act like gems do right now (pay 1.03, receive | | abilities. This should act like gems do right now (pay 1.03, receive |
0.97). In this way, gems don't have to be hardcoded, and other items | | 0.97). In this way, gems don't have to be hardcoded, and other items |
could be similarly set. | | could be similarly set. Nuggets should be added to this list - its possible |
| | to make small amounts of money alchemy silver and then selling the nuggets. |
- Add/change door handling - make them more real life - they stick around, | | - Add/change door handling - make them more real life - they stick around, |
can be opened, closed, different keys for different doors, etc. This | | can be opened, closed, different keys for different doors, etc. This |
sort of mimics the gate behaviour, except keys may need to open them, etc. | | sort of mimics the gate behaviour, except keys may need to open them, etc. |
| | |
Support for services (ie, receive item, give different item, or advice) | | Support for services (ie, receive item, give different item, or advice) |
Allow for automated movement (ie, guards could do patrols, etc). Both | | Allow for automated movement (ie, guards could do patrols, etc). Both |
relative direction and absolute coordinates should be supported. | | relative direction and absolute coordinates should be supported. |
| | - Related to above: In communication remains the same (keyword matches), |
| | highlite the keywords or in some way make them more noticable so players |
| | can know to use them. This is no worse than many commercial games which |
| | give you just a few choices to choose from to continue a conversation. |
- Statues turning into golems when activated (like doors). | | - Statues turning into golems when activated (like doors). |
- IDEA: Make spells be objects. One object for each spell you know. Same | | - IDEA: Make spells be objects. One object for each spell you know. Same |
system for the monsters. For now let the objects be invisible. | | system for the monsters. For now let the objects be invisible. |
| | |
- Ability to have pixmaps set in maps or otherwise be able to load images | | - Ability to have pixmaps set in maps or otherwise be able to load images |
without having to rebuild the default images. | | without having to rebuild the default images. |
| | |
------------------------------------------------------------------------------ | | |
Things that are now client issues: | | |
| | |
- Ability to transfer a singular item directly from a container to the | | |
floor (definately a client issue) | | |
- Use X-resources more extensively (colors, etc) | | |
- made pickup command more intelligent - you should be able to use | | |
words or more generic terms for things you want to pickup up. | | |
- better inventory handling - ability to hide items from normal inventory view, | | |
or perhaps allow some user defined settings for showing inventory (maybe | | |
via keywords.) | | |
| | |
Things that should perhaps be removed - my comments are included. | | |
| | |
- make (more) DOCS! (or even keep the present docs up to date) - I think the | | |
docs are reasonably good now - at least from a player perspective. For | | |
map designers and progammers, things should be cleaned up some. | | |
- A flag so that when an object burns it becomes other_arch (random chance?) | | |
(is there really much use for this)? | | |
- Add a ring of warning/ spell of warning, which compares your level | | |
with the level of the most high-level monster on the current map. (is this | | |
really an accurate test?) | | |
- Some of the older bullet walls don't work, but new ones are OK. Need to | | |
find a map that has the old ones to track this down. (This may have | | |
been fixed on 0.93.1 with the object spellcasting fix) | | |
- Clean up object structure, so dead objects (walls, floors, etc) don't use | | |
as much space (with the amount of memory in systems now days, I wonder how | | |
important this is - even if we do manage to reduce space usage to about | | |
half it is, that only amounts to a savings of about 1.5 megs if there are | | |
10,000 objects in use.) | | |