To Do's: ACR Systems
Posted: Thu May 18, 2006 12:53 am
For task status, check http://alandfaraway.org/projects.php
The following is the list of global scripting activities:
Critical Systems:
Must-haves, no other way around it. They gotta work before ALFA can go live. Listed from the ones we'll need an interface for sooner to the ones we'll need later.
The following systems need to be in place from day 1, but don't necissarily have to work. They can be wrappers at live, though we would hopefully have at least some of them completed and running.
Not technically required, but these systems range from ones we should really really have working to ones which are just nice (in descending order):
These are systems which we just don't have enough information for at this point to be able to say where they should placed until we've seen what Obsidian has done with them.
The following is the list of global scripting activities:
Critical Systems:
Must-haves, no other way around it. They gotta work before ALFA can go live. Listed from the ones we'll need an interface for sooner to the ones we'll need later.
- Portalling - TBD
- PC Resting - completed, animation fixes pending
- PC Bleeding - completed, animation fixes pending
- Persistent Creature Status (location/health/effects/diseases/curses/etc)- partially completed, pending effect persistence
- Currency System (platinum/silver/copper coins) - TBD
- Debugging Framework - completed
- Storage Object Framework - completed
- Server Data Persistence (NWNx4 Integration) - completed
- Seamless Area Transitions (AT) - completed
- Spawn System - completed
- Persistant Storage - completed
- PC Death/KO/Resurrection - completed
The following systems need to be in place from day 1, but don't necissarily have to work. They can be wrappers at live, though we would hopefully have at least some of them completed and running.
- Custom Events Framework - TBD
- 1984 Logging - Cipher - partially completed (need to add web interfaces and make sure all requisite data is being logged)
- XP/GP Rewards and Tools (apply standards) - AcadiusLost, partially completed (need to add loot tables)
- Custom Feat/PrC Handling (dependant heavily on the Custom Events Framework)
- Placeables: Persistence & PnP Rules - TBD
- Traps: Persistence & PnP Rules - Thangorn
- Persistent Reputation System (include Bluff and Haggle) - Cipher (in progress)
- Script Event Hooks (acf files) - completed
- Wealth Standards Framework - completed
- XP Standards Framework - completed
- PnP Door Rules - completed
Not technically required, but these systems range from ones we should really really have working to ones which are just nice (in descending order):
- Nonlethal Damage System - Ronan
- Additional Subraces?
- Weather System?
- Encounter System
- Population System
- Static Quest System - Completed
- Crafting System
- Central Authorization System
- Central Reporting System
- Pet System (Horses, Pack Animals, ACs, etc)
- Spellhook/Custom Spells
- Deity/Alignment/Domain Enforcement - Ronan, T-Dawg
- Travel System - Ronan
- NPC Behaviors & Experience -
- PnP-style Weapon/Armor/Shield Proficiency System
- PnP-style Movement (small/large creatures) & Encumbrance
- Language System (Talus Listener?) (includes Thieves Cant)
- Rumor System
- Wild and Dead Magic
- Web Based Character Creation/Management
- Large-Scale Wards & Mythals Ronan
- Random Interiors (Generic Doors) - Cipher
- Binary-Tree Handling Functions
- Item Identification System
- RP XP System
- Fishing System
- Armor Customization
- Arrest & Jailport
- Merchant System (support haggling, stealing, trying before buying)
- Player Housing & Shops (possibly in tandem with taxation)
- Armor Damage? (visual mods like the shoulder or leg plates being hacked off)
- Weapon Breakage? (to support crafting and professions)
- Banking (possibly regional coins and exchange rates, loans and interest)
- Racial Languages
- Gambling Systems
- Aging?
- VFX System - dynamic effects on creatures and placeables
- Movable Placeables System (including siege engines)
- Recovering Ranged/Thrown Weapons & Ammunition (include RETURNING magical property)
- Herb Spawning & Seeding
These are systems which we just don't have enough information for at this point to be able to say where they should placed until we've seen what Obsidian has done with them.
- Creature AI
- No-Stack System
- Teleportation
- NWNx4 (remote sql server) + Vaultster
- Storing all 2das in database (load/cache OnModuleLoad)
- Storing all tiles in database (load/cache OnModuleLoad)
- Storing illegal item properties in database and tracking all in-game items (process OnItemAcquired)
- Support for Additional Classes