- data: sort out character class balancing, abilities, resistances.
- data: sort out NPC inventories.These need a quick look in the default campaign.
- data: RESISTANCES: Resistances of foes.These need a look in the default campaign.
- data: mind read results from all NPC. Needs implementation in the default campaign.
- data: more craft recipe. Ideas?
- code: make weapons depend on disciplines instead of class, flesh out disciplines. Chivalry, Kendo and Martial Arts already exist. This will end up being more similar to the 4th Ed d20 weapon proficiency feats.
- The starting dungeon may be too long and confusing. Three exits may be too much, especially when two of them dump the player in the middle of the forest rather than near the path to the city.
- The starting dungeon needs more loot that can be easily found. I'd like the player to have a decent selection of items by the time he gets to Ichiba.
A party-based, first-person, fantasy CRPG with phased combat, class-based character progression, and programmer-art. I called it "old school" until the term got trendy. It started inspired by Wizardry VII and the lack of a free open source alternative. Today we are living in the indie revolution and there are far more influences, but the game still clearly shows its Wizardry lineage. It's playable end to end, but there is a lot more to do before it's done. This blog tracks that work.
Thursday, June 16, 2011
Todo's Remaining
With the balanced character classes in the depot, the following TODOs remain before a v9.1 release:
Labels:
design,
development
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