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World improvements

Open Tomash667 opened this issue 7 years ago • 0 comments

Ideas

  • world generation like in dwarf fortress
  • more countries
  • different severity of the law in the countries,attitude to women in the Guard / Army
  • names of location have effect on this location, not totally random like now
  • ability to ask npc about selected location
  • new locations system (like in v2), enemy groups capture locations and move
  • Biomes - World should be divided to tiles with biomes (like in civilization :smile:)
- very cold
 * snow
 * ice
 * crystal forest
 * frozen lake
- cold
 * tundra
 * forest
 * hills
 * mountains
 * lake
- moderate
 * grassland
 * forest
 * hills (+forest)
 * mountains
 * swamp
 * lake
- hot
 * steppe
 * jungle
 * mountains
 * hills (+jungle)
 * march with jungle
- very hot
 * desert
 * oasis
 * floodplains
 * empty lake
  • climate
  • join L_DUNGEON and L_CRYPT
  • optimize cave/lab rendering (there must be bug in pseudo frustum culling)
  • mushrooms in forest
  • more descriptive location names - tainted crypt, corrupted glade, include location type name (fortress of lost kingdom, labyrinth of dark wizards, etc...)
  • custom outside location sizes (smaller/bigger)
  • camps inside cave/dungeon/forest
  • generating enemy groups and traveling around world, taking locations and spreading (like it supposed to work in 0.2), groups properties (quantity increase for goblins, spread speed etc)
  • using doors to enter/exit building
  • monsters/bandits/nothing in cave/forest
  • random names of inns and different buildings
  • mixing locations (cave inside forest, dungeon inside cave)
  • building variants
  • different city generation (single road, main buildings, other roads, other buildings)
  • multiple enemy groups in location fighting with each other
  • multiple levels in city, stairs/ladders/bridges
  • buildings generator
  • better camp objects layout
  • location name synonyms (las/puszcza/etc)
  • don't create camp every 10 days, do it more randomly (8-12 days)
  • when there are multiple random quest encounters - roll
  • locations without inn/hall (hamlet)
  • use location id instead of index (dictionary), allow location url on worldmap

Settlements

  • capital
  • city
  • town
  • village
  • hamlet (1 random building (inn, merchant, blacksmith))
  • isolated dwelling (1-2 houses)

Outside locations

  • less open forest locations, trees blocking way like in Dungeon Siege, not 100% open locations)
  • deep forest (dense, more trees)
  • hunters camp (train hunters/promote, reputation, hunter know this locations from the begining, quests, building sawmills decrease reputation)
  • woodcutters camp
  • swamp
  • farms & fields
  • mountains (+caves, dungeons)
  • river (with bridge, ferry)
  • lake
  • waterfall (with hidden entrance)
  • sea / ocean
  • forest clearing

Dungeon (every dungeon can be abandoned or inhabited)

  • mages laboratory (can be under tower/academy)
  • crypt with dangerous monster
  • crypt with locked artifact
  • crypt with dead hero
  • mausoleum
  • vault
  • cave - chance for iron/silver/gold vain & building mine
  • mine - can be empty or occupied by monsters/bandits
  • necromancers base
  • labyrinth

Buildings

  • mage tower (at lowest level there are doors, and stairs go up not down, circle of protection, round dungeon with windows)
  • magic academy
  • wooden fort - empty or occupied by guards/bandits/monsters
  • rock fort - like above
  • cemetery
  • ancient tower - may be build from unknown black material
  • temple (random good or evil good) - empty or occupied
  • king's hunters guild [można polować na bossów potwory, jest kilka poziomów, 1 czaszka-6 czaszek, na każdym po kilka bossów, trzeba zdobyć reputację żeby brać wyższe poziomy, zdobywanie poziomw daje kase/atuty/inne korzyści]
  • bandits hideout (buildings)
  • single inn on the road
  • lighthouse
  • guard tower
  • stable
  • crypt - niches,
  • necro base - piles of bones
  • prison

City buildings

  • bank (use persuasion to get loan)
  • sewers
  • river crossing city, bridge
  • better walls, climbable, with building connected to them, not square around city
  • court, office
  • stable
  • pen with fence for animals (for worgs for orcs)
  • druid house inside forest
  • mercenary guild (hire mercenary, get haired, train & promote warriors)
  • thiefs guild (train rogues/promote, rogue know where it is, when he gain thief reputation he known every location, steal quests)
  • privy (wychodek)
  • basements under buildings

Unique places

  • The Well - from FFH2, very wide well and very very deep, it's more dungeon then well (duża studnia która przechodzi przez różne plany, na końcu jest odwrócony świat)
  • Road to Nowhere - bridge from Crash 1
  • Nopeland
  • Dream Land
  • Underdoom dungeon - dungeon with infinite number of levels
  • Void Plane - place for souls consumed by void, quite empty, very hard to get there, even harder to get out
  • Green labyrinth - big greenhouse that is labyrinth, glass is indestructible, inside grows deadly plants that are aggressive, every hour deadly toxins/acid is sprayed to kill plants but they regrow fast, it leads to some unknown location

Rooms

  • kitchen
  • eating room, pantry
  • store for wood/coal
  • water room
  • castle: great hall, temple
  • predefined room with size and objects
  • room with grills on floor and water/lava under it

Mine improvements

  • wooden beams
  • tracks
  • cart
  • landfill
  • different y

Weather

  • storm
  • snow
  • snow storm
  • blood rain
  • acid rain
  • mist
  • doomsday

Tomash667 avatar Jul 27 '17 13:07 Tomash667