carpg
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World improvements
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