Labyrinth of Reptoran Feature Timeline


This is a list of the planned features of Labyrinth of Reptoran. I don't think there are any spoilers (I cut and pasted this from my own personal timeline, so I didn't check it), but if there are, lucky you!

 

EVENTUALLY
-make monsters generate around you
-make AI get a location; if there's still an enemy at that location, don't pathfind, but keep going. If not and no enemy, keep going to that location
-sound (game sound, not computer sound)
-strength adds to damage
-critical hits
-MAYBE shadow clouds, etc. to give the game a feel (also provide some much-needed sight obstruction in large caves)
-make non-weapons do damage (but not increase a skill)

 

0.3.0
bug-free version of 0.2.8

0.3.1
Alignment (and altered AI to determine who monsters attack)
Neutral/Good monsters in the town

0.3.2
basic conversation

0.3.3
conversation with requirements

0.3.4
basic quests and triggers

0.3.5
a few implementations of those quests

0.3.6
more monsters

0.3.7
a new plot (item retrieval, level 25)

0.4.0
bug-free version of 0.3.7

0.4.1
rewrite speed system
allow stance changes (standing, crouching, prone)

0.4.2
balance combat
add natural armor
add flanking
allow alteration of hit percentages

0.4.3
rewrite skill usage code

0.4.4
add blood, look command, targetting, two handed weapons

0.4.5
flesh out the skill system (include partially completed items due to interruptions)

0.4.6
refine the AI

0.4.7
change interface as requested

0.5.0
bug-free version of 0.4.7

0.5.1
set up structure for special levels (1/20 chance of a level being special)
expand the dungeon to 100 levels

0.5.2
Set up shop code and add a few as the town

0.5.3
refine special levels to include monsters, items

0.5.4
make the town, create some quests

0.5.5
implement town growth over time

0.6.0
bug-free version of 0.5.5

0.6.1
implement basic spell system
implement scrolls (one time use of a spell)

0.6.2
allow combination spells

0.6.3
allow creation of talismans, etc.
allow infusion of rods, wands, etc. and of armor

0.6.4
allow creation of magic weapons

0.6.5
implement alchemy

0.7.0
bug-free version of 0.6.5

0.7.1
implement ranged combat basics

0.7.2
implement status conditions (unconscious, poisoned, bleeding)
treat unconscious monsters as items

0.7.3
implement individual tactics

0.7.4
implement group tactics (based on what monsters adjacent to you are doing)

0.7.5
implement formations (bonuses based on location relative to monsters with similar tactics)

0.7.6
Alter ranged combat based on skill (shooting multiple arrows, shooting past friendlies, etc.)

0.8.0
bug-free version of 0.7.6

0.8.1
implement artifacts (items that occasionally replace a normal item

0.8.2
implement unique monsters

0.8.3
modify quests to work with uniques and artifacts

0.8.4
modify NPCs to be uniques ("The Mayor" (elder) instead of "a mayor")

0.9.0
bug-free version of 0.8.4

0.9.1
implement pantheon
implement piety

0.9.2
provide means of gaining and losing piety

0.9.3
allow piety to influence combat and spells

0.9.4
allow praying for aid

0.9.5
implement rituals (do one action, then another, then another, then something happens)

0.9.6
implement wishing

0.9.7
put the big bad at the bottom of the dungeon

1.0.0
bug-free version of 0.9.7

Version 1.0.0 will be a complete game, ready to play. However, the plot won't really get implemented until after, so they game will not be done until 1.1.0.