diff --git a/contrib/battle_for_evennia/README b/contrib/battle_for_evennia/README index 51df38901d..5e43939e42 100644 --- a/contrib/battle_for_evennia/README +++ b/contrib/battle_for_evennia/README @@ -9,6 +9,7 @@ simple yet still reasonably playable and not-quite-bog-standard starting game in Evennia. The tutorial text itself will eventually be found from the Dev blog and from the wiki. + Ideas & Initial Brainstorm --------------------------- @@ -35,6 +36,7 @@ Inventory of code we need: - No quests, for simplicity. Use gold as a highscore. - Death respawn mechanism + Elaboration based on Brainstorm ------------------------------- @@ -87,7 +89,7 @@ Elaboration based on Brainstorm influences the discount/higher price offered for selling/buying. * Attacking another player or NPC will start a combat queue. - Combat happens in turns. Each turn each player may do two actions, + Combat happens in turns. Each turn each player may enter two actions, picking among the following: - attack - parry (with weapon) @@ -96,6 +98,7 @@ Elaboration based on Brainstorm - dodge - flee - block (anti-flee) + - switch Emoting is free in each round, but movement is forbidden unless one tries to flee (agi challenge, or cancelled by block action). All combattants involved in a fight submits their actions, then combat @@ -136,4 +139,33 @@ Elaboration based on Brainstorm * Death means loosing inventory (except weakest item, as mentioned), but no loss of gold. Otherwise death is cheap - one respawns at a random starting position (probably needing special-aliased rooms to - use for this - maybe with one-way exits). \ No newline at end of file + use for this - maybe with one-way exits). + + +Rough plan for order of implementation +-------------------------------------- + +1) Conflict resolution system - work out how basic challenges should work, what format ingoing Skills + should have and how generic bonuses from attributes and equipment affect things. Make a generic + API for it. Try to list all supported plus/minues equipment may offer. +2) Using skills - create XP and automatic skill improvement code +3) Define new Character typeclass that stores skills/attributes in a way that the conflict + system understands. Chars should also have the ability to "wear" things, so some + sort of slot system is needed. Gold needs to be stored in a separate variable. +4) Create "sell/buy" command stump, for testing the Skill resolution code with fixed on-character values. +5) Create Combat queue code for turn-taking combat. Reiterate so that it works with the generic form of + Skills and conflict resolution. +6) Create all included skills and their associated commands. +7) Test commands manually with two PC characters in the Combat queue and in other challenge situations. +8) Create loot-creation mechanism based on equipment lists, for spawning semi-random items and gear. +9) Create Death-respawn mechanism, including loss of equipment and transfer of same to the winner. +10) Create NPC/mobile object runner Script. Use a copy of Character typeclass for mobiles, except some + automation hooks and AI states. Tie loot creation to the death of NPCs. +11) Test PC vs NPC combat and other challenges. +12) Create merchants as interactive, immortal NPCs with the "barter" skill. +13) Create Character creation module, for assigning attributes/skills when first starting. + Add appropriate commands to ooccmdset. +14) Add "give" command to command set. Remove unused commands like "drop" (or make it admin-only). Possibly + expand "look" command to allow to look across exits into the next room. Also add "highscore" command for + viewing game statistics. +15) \ No newline at end of file