Labyrinth of Reptoran Feature List


Feature Types

Core - Features integral to the game

Req - Things that will probably make it into the final product, but aren't crucial

Ext - Extra features that will be a nice touch, but are a very low priority

Bug - A defect in a current version that needs to be fixed.

 

Feature Implementation Time

Future

Planned for the next subversion

Planned for the current subversion

Partially completed, but delayed

In progress

Completed


Combat

Core ComC01 - Critical Hits: There should be a chance to deal double or triple damage based on your weapon skill.

Core ComC02 - Ranged Weapons: Bows, slings, etc.

Core ComC03 - Status Conditions: Bleeding, poison, unconsciousness, etc.

Core ComC04 - Individual Tactics: The player should be able to use special tactics, like non-lethal or blockading abilities.

Req ComR01 - Natural Armor: Allow monsters to have a base armor rating that doesn't require wearing any items

Req ComR02 - Implicit Facing: Actions should point the character in a certain direction (which will affect perception checks, reflexes, and more of the same).

Req ComR03 - Flanking: Monsters should get bonuses when attacking monsters facing away from them (as a result of being attacked by another monster). Related to ComR02.

Req ComR04 - More Ranged Weapons: Ranged combat should be augmented by high skills (shooting past monsters, shooting multiple projectiles, etc.)

Ext ComE01 - Stance Changes: Standing, crouching, or going prone will affect your movement speed, stealth, dodging ability, and probably some other things.

Ext ComE02 - Hit Percentage Alterations: Right now, certain areas of the body are more likely to get hit than others. Skilled players should be able to adjust this to direct blows to more armored areas.

Ext ComE03 - Two-handed Weapons: Weapons that are heavier and deal more damage but take up two hand slots should be added eventually.

Ext ComE04 - Group Tactics: Certain tactics should work with other ones in order to have group combat bonuses. Related to ComC04.

Ext ComE05 - Formations: If monsters are in a group, they should all move together and get minor bonuses.

Conversation

No new features planned.

Equipment and Inventory

No new features planned.

Interface

Core IntC01 - Looking: There needs to be a look command that allows the player to examine his environment.

Req IntR01 - Blood: Monsters should leave blood on the map tiles when they're attacked and get hurt

Req IntR02 - Combat Icons: I want alerts to pop up over your attack target varying based on the effect of the attack. Naturally, this can be turned on or off.

Req IntR03 - Targetting: For ranged attacks, the player should be able to choose a target that isn't in one of the eight directions. Related to IntC01.

Ext IntE01 - Combining Message History: If there are several consecutive identical messages in the history, they should be reduced to one and given a tag: "The goblin attacks you, but you evade it. (x3)"

Ext IntE02 - Sound: It might be nice to have certain events accompanied by sounds.

Ext IntE03 - Graphics: There should be support for SDL tiles eventually.

Items

Core IteC01 - Artifacts: Unique items with special abilities that are only ever generated once.

Bug IteB01 - Attacking with Non-weapons: If you're wielding an item that's not a weapon (and you're not wielding an item besides), it should still deal damage, even if no skill is increased.

Magic

Core MagC01 - Spells System: Spells will have elemental components and will be able to formed by combining other spells.

Core MagC02 - Scrolls: Scrolls are items that hold a single spell for one-time use.

Core MagC03 - Potions: Potions are items that hold a single spell for one-time use. Like scrolls, but created differently.

Core MagC04 - Magical Items: There should be talismans, rods, staves, wands, etc. that allow for multiple casting of a single spell.

Core MagC05 - Spell Infusion: Items should be able to be infused with spells to make special (ego-items).

Maps

Core MapC01 - Special Levels: There should be unique levels like underground towns and the like. These levels will have their own specified items and populations.

Core MapC02 - Shops: Towns should consist of places to buy and sell items. This will probably begin as a menu system and be converted to a Nethack type interface once NPC get a little more complex. Related to MapC01.

Core MapC03 - Monster Generation: Currently monsters on levels are generated when the level is created, and nowhere else. This allows the player to "clear out" levels. Naturally, monsters should be generated periodically to prevent this.

Req MapR01 - Separate Levels: Only one level should be handled at a time. This means only certain monsters move, which will cut down on the CPU load quite a bit (as well as preventing them from killing each other when the player's not there).

Ext MapE01 - Town Growth: As the player progresses through the game, more buildings and shops should be constructed in the town.

Monsters

Core MonC01 - Speed System: The way action points are handled now should be done differently; also, none should be used up when the monster tries to perform an invalid action (like moving into a wall).

Core MonC02 - Unique Monsters: There should be special monsters that are, well, unique.

Core MonC03 - The Boss: There should be a super powerful boss monster on level 100, the killing of whom will start the game victory events.

Req MonR01 - AI: If monsters lose track of a target, they should move to the last known location or something similar. At any rate, they should act a bit more intelligently.

Req MonR02 - More Unique Monsters: Currently "unique" NPCs are their own type of monster (human mayor). They should be uniques of a more general type (The Mayor [human citizen]). Related to MonC02.

Ext MonE01 - Unconscious Monsters: If a monster gets knocked out, it should be treated as an item (can be carried, etc.) Related to ComC03.

Bug MonB01 - Stupid Monsters: Monsters will occasionally run into walls. Related to MonC01 and will be fixed when it's addressed.

Quests

Core QueC01 - Quest Saving: Quests need to be properly saved so partially and fully completed quests are recorded.

Req QueR01 - Quests with Special Entities: Quests should be able to be given by uniques and involve killing uniques, talking to uniques, or collecting artifacts.

Religion

Core RelC01 - Pantheon: There should be several gods to worship, as well as a piety counter to keep track of your standing with them.

Req RelR01 - Piety Effects: Your piety should determine combat rolls and things of that nature.

Req RelR02 - Prayer: There should be a way to interact with the gods.

Ext RelE01 - Rituals: Completing certain chains of events should have religion-related effects.

Ext RelE02 - Wishing: A player in good enough standing with their god should be able to wish for items, monsters, stat boots, etc. Probably related in some way to TecR02.

Skills

Core SkiC01 - Skill interruptions: The player should be able to be interrupted while crafting items, etc., and have an incomplete item that they can finish later. Related to SkiR01 and probably will be addressed when it is.

Core SkiC02 - Weapon Type Overhaul: I want to change up the weapon types so that weapons are strategically different. This means stealth weapons, defense weapons, and so on.

Core SkiC03 - Artificering: Players must be able to make magical items. Related to MagC02, MagC03, and MagC04.

Req SkiR01 - Skill Code Overhaul: Right now, the skill code is a bit clunky. It needs a clean rewrite.

Technical

Core TecC01 - Memory Management: Memory leaks are rampant in LoR. This needs to be changed.

Req TecR01 - Shadowcasting: LOS should be done with shadowcasting, not raycasting. It's more efficient and produces better results, so why not?

Req TecR02 - Debug Mode: There should be a mode that allows the user to generate items, monsters, levels, etc.

Ext TecE01 - Save File Compression: Right now save files are just plain text. Compressing them will make them smaller (naturally) and make it a bit trickier to screw with the data.

Ext TecE02 - Event Queue: The event queue should use an actual queue data structure rather than a vector.

Ext TecE03 - Seed Saving: The random seed should be saved and remain the same between games.

Bug TecB01 - Strange Turn Values: Occasionally the saved turn counter is some crazy number like -1162999850. It doesn't seem to affect gameplay, but should still be fixed.


Inspired by Tarn Adams of Dwarf Fortress fame.