ataxia ii development checklist
[[ataxia_ii_development_checklist]] last edit on
Aug 21, 2009
11:40 AM
by Anonymous
This is my development checklist for Ataxia II
Ataxia II feedback
Core gameplay
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Make alignment effect spellcasting; see additional gameplay "four world types"(done for "Entropic") -
Framework for ongoing effects-
Poison effect, Weaken effect
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- Spells done:
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bat, bear, crocodile, dire wolf, faun (including "panic" effect), horse, giant rat, eagle, elf -
orc, goblin, hobgoblin, ogre, manticore, gryphon, centaur, king cobra, lion, unicorn -
wraith, ghost, phantom, banshee, vampire, zombie, skeleton, spectre -
Gold Dragon, Green Dragon, Red Dragon, Giant, Troll, Pegasus, Hyrda, Harpy -
Law, Chaos I and II, Vengeance, Dark Power, Justice, Decree, Magic Wood, Shadow Forest -
Magic castle, Dark citadel, Magic Sword, Knife, Bow, Wings, Armour, Shield, Shadow Form, Subversion -
Magic Fire, Gooey Blob, Raise Dead, Wall, Turmoil
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Undead do not leave corpses; fix in kill() -
Illusions, Disbelieve spell-
"X was an illusion!" on death (currently in Disbelieve routine; move out to kill()
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Make _createdata tally number of chaos/law spells and their total levels, for aiding balance. -
Make _createdata tally and display ratio between summoning spells and other spells. - Various special qualities:
Incorporeality, Resistances, Vulnerabilities, Immunities, Damtype, Regeneration-
Constructs should be immune to poison, psychic attacks, weakness, etc.
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Don't let players select a ranged spell that has no possible targets. -
2nd infobox for mouse-hover creature, expanded spell info. -
1 turn warning before fickle spells (e.g. Castle) vanish.Give chance to make stable with appropriately aligned spell. -
Fix bug: Sometimes two units end up in the same (non-passenger) square. The code shouldn't allow this, so something is up. -
Fix bug: 2nd infobox is overlaying both mount and passenger info. -
Spectacular wizard death; unsummon creatures. -
Fix bug:-
Characters cannot attack diagonally between two other creatures, because the targetting floodfill is blocked by them. -
Fix: Wizards are jumping off and onto their mounts. -
Crash in delete_overlay() when "wound" entity was invalid -
Subversion should not be able to target other wizards.
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- Ai Behaviour:
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Tell AI how to handle mounts -
Tell AI how to handle archers, spellcasters -> Do not send into close combat -
Tell AI how to handle skirmishers -> hit and runAppears to work anyway -
Tell AI to concentrate on either law or chaos spells, and move to best casting position for such. -
Tell AI to consider using disbelieve when approached by a powerful creature. -
Tell AI to compare targets when mounting or attacking -
Tell AI creatures not to attack creatures that are immune to its attacks, or that are faster, or that are harmless (constructs not habouring a wizard) -
Fix bug: AI not dismounting to enter magic wood -
Tell AI to advance his wizard if no spells left. -
Fix bug: Optimum distance for archers; they just seem to cower at the corner of the board. -
Movement: Avoid moving back onto tile previously traversed this turn. -
Fix AI mounted behaviour (mount still moving to its own target, rather than the wizard's)-
Prefer "protect" mounts over any other.
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Focus preferences: Skirmishers -> Controllers; Brutes -> Soldiers; Soldiers -> Skirmishers -
Do not cast magic wood / shadow forest if already surrounded by one. -
Fix: Wizards prefer combat over movement; they should only attack when they are at their destination -
Movement: Allow movement into difficult / hurty terrain if no other path available. (Give a value in pathfinding) -
Movement: if only 1 orthagonal movement left, and preferred route is diagonal, then re-route with orthangonal-only movement and use it up. -
Check wizard preferences for attack spells, they don't seem to be casting them at the moment. -
make AI wizard go to combat not when out of spells, but when out of available spells (that is, they haven't cast one except disbelieve) -
Don't cast teleport spell unless in danger. -
Remove dangerous terrain from ai teleport targets.
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Avoid duplicate conditions. -
Allow players to input their wizard's name -
Enemy steathly creatures (wraith, ghost, spectre, phantom, vampire) should not be visible or targetable if they are X distance away from your monsters. -
Engaged in combat (apart from skirmishers, and flying creatures vs. grounded creatures) (Perhaps make a special feature of "soldier" types)-
Look at diagonal combat during engagement; seems to disallow it still.
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Gooey blob / Tanglevine fix: immobilizing dead creatures; wizard's dying from "none" damage. -
Trees and castles should block line of sight, and protect passenger from area attacks.(done for castles and walls, but left trees LOS free) -
Make area-effect damage destroy terrain if it is vulnerable to that damage type. -
New timer (3 count) for self-invoked ongoing effects (such as "defensive") - Wall clearly doesn't work, particularly with dy=0 shots. Try again.
- Get rid of Init stat; just complicates things. Use a linked list to make initiative order: let wizard with lowest number of creatures go first.
- AI Behaviour:
- An advancing wizard is still stopping at "optimum distance".
- Still seems to be shooting at pointless objects such as unoccupied Magic Wood.
- Targeting: Prefer to target creatures that are vulnerable to the attack's damage type.
- Creatures guarding their owners
shouldmight move to harras enemies attacking their owner, even if they are faster. - Teach AI to flank.
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If persistant damage is not high enough to bypass damage resistance, then don't apply it at all. -
Endgame -
Save wizard stats; use "record" type, with name$ and value fields for forwards compatibiltiy - Save world stats
- Bug fix: Don't know how this happened, but harpy song adjusts the alpha of the characters it immobilizes
- Begin to test on other machines.
Core display, interface
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During spell selection, show spell range/available targets -
Creatures should make a sound when they move to attack. -
Ensure smooth messages and music throughout. At the moment, text display is frozen during some effects, and music pauses during postphase. -
Better demarkation between different wizard's turns. -
Beam lightning effect; horizontal from caster to target for ranged attacks; vertical stabs for bursts.Still needs improvement when beams fire along z axis due to flatness of sprite. Additional sparkly particles. -
snow trail for ice attacks -
Camera pitch during zoom (Alex) -
Regenerated vampire/troll retains wound overlay. -
Fix cameraproject sprite selection after board has rotated-
Orient numberpad directional control to camera rotation- Display arrow showing "north" (8)
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Messages - in different colours for different types of message.
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Raise Dead SFX -
Wizards have 1px bars above their heads (It seems that even sprites have a depth in Blitz. May be possible to fix by ensuring a black border on all sprites.)Does not appear to be fixable; only noticable when zoomed in.-
Randomly generated wizard sprites, then.(Can easily be expanded)
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- Continue to work on sprites; poison sprite needs some sharpening. Wizard sprites look naff. Make them better. Posture and proportion.
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Option of larger sprites. -
Each display update, select random grid location, create particle effects proportional to alignment saturation. -
Highlight selected grid section / creature, a la old Ataxia. -
Option for playing in fixed overhead mode. -
Icon strip in top-right for game options (sprite size, music on/off, etc) - Improve front screen.
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Attach scrolling info text to icons (on main menu, explaining game types -on spell icons- on adventure mode icons)-
Use spell cards instead.
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- Display ongoing effects as small icons above creature
- Incremental message generation, a la original Chaos (e.g. "Wizard" (pause) "casts" (pause) "spell")
- Display % hit chance when considering an attack
- Sound effects:
- Special sound effect and pause for special attacks (bite, bloodfury, etc)
- Special sound effect for undead and constructs death
- Fix death/dispel channels
Additional display, interface
- Try beam effects again.
- Random sprites for trees
- Better shot animation for non-magical ranged attacks.
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Different style spell icons for rank2 spells. Cyan/red icons for law/chaos spells. - Mark rank2 creatures on the board as such.
- In areas of high law/chaos, terrain effects such as flowers/crystals or menacing spikes.
- Nice border and texture for spell / character information cards.
- XP orbs, a la Ataxia I
- press "I" or screen button to get expanded information about a creature
Additional gameplay
- Law / Chaos spell should cause some other effect, such as stunning nearby creatures of opposing alignment.
- AI to form creature groups that move together (when new monster summoned, either assign to a waiting group or start a new group and allow old one to start moving.)
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Rank 2 spells- Limited availability;
rare in initial mix, could be gained through gaining X amount of experience, finding a powerstone, etc. - Rank 2 creatures are named,
have double endurance, better saves. (Names might be random ("duskclaw"), or specific ("Aello" the harpy), for example) - When spell cast at over 100% success (or equivilent per game world), summon spell may be either ranked or multiple depending on wizard.
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Other ranked spells might include powerful attack spells ("disintegrate")
- Limited availability;
- In addition to ranked creatures, unique summon spells (i.e. only one available in any particular game) that summon particular creatures (which may be ranked or not)
- Each world has its own unique spells and summons.
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Spell groups; wizards select two groups. Most groups should have a mix of law and chaos. - Single player campaign
- Wizard level select for multiplayer, but higher levels need to be unlocked through previous games.
- Each game played effects the game world in general, in some fashion.
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Allow players to enter their wizard's names, which are added to a list of names. -
Make wizard appearance random, using name as the seed. -
Track each wizard's performance over time.
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- From front screen: "Book of Wizards", checks a named wizard's records. "Book of Spells", contains details of all spells seen by player.
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Algomusic-
Make it better.(ongoing anyway) - Associate creature group types with specific musical instruments. Angels = harp, Fey = pipes, Goblinoids = trumpets, etc.
- Associate looped background noise with environment / terrain effect.
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- "Really big maps with castles 'n' stuff" (Thanks Alex)
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Special attacks/qualities for general creature types, and for specific creatures(In general, done, except for "brutal strikes")- Give "smashers" (ogres, etc) a variety of brutal strikes. (Vic)
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Allow "soldiers" to engage enemy in combat
- Four world types:
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Percentage chance of casting ("Limbo", classic Chaos)-
Alignment level effects percentage.Ranked creatures have greater effect -
Illusions cast at 100%
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- Rarity (less chance of owning a higher level spell)
- Strong alignment may allow spontanious upgrade of a spell
- Illusion as a seperate, permament spell, summons a random rare creature as an illusion
- Spell points
- Alignment level effects spell point cost
- Illusions only use up 1 spell point.
- Casting time (One extra turn to cast for every 5 levels over)
- Strong aligmnent reduces casting time.
- Illusions only take one turn to cast (might be too much of a giveaway?)
- These ideas don't appear to be mutually exclusive, so there can be one world for every combination.
- Display many different worlds on the title page. Icons are a representation of the law/chaos state of each world, which is retained after each game. Sandbox world which is reset after every battle.
- Display each world's "Lord" (previous winner, who always attempts to defend his title)
- World variables
- grid size (Vic)
- powerful undead (per original Chaos)
- weak illusions (may be disbelieved as they attack or are struck)
- alignment saturation effects (global, spell, creature, inverse square/linear, etc)
- owned creatures unsummoned on casters death, continue to be controlled, or become independent.
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- Different worlds to have different cellular automata properties on the alignment grid (thanks Alex)
- Give alignment a "surface tension" so that a uniform spread begins to "clump together" like droplets.
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Self-balancing: If total law or chaos is over certain value, auto-saturate at point of greatest opposing alignment - Drifting
- Sharpen, blur, or any number of other filters
- Spontaneous opening of gates in areas of high law or chaos, from which demons or angels spill, announcing "Destroy all living!" or "Justice will be served!" respectively.
- Editors for user-designed content.
- Magic Castle / Dark Fortress to have some other effect, some use other than as a mount.
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Flanking bonus; teach AI to flank with skirmishers. - Give player option of targetting any grid square in create_shoot_targets() [for destroying terrain, etc]
Additional spells
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Law III, Chaos III, Ice Bolt, Weaken, Fire Wave - Crystal (spreads, like fire/blob, but lawful and in regular mannar)
- Constructions: watchtowers, fortifications, catapults, ballistas
- Greater variety of personal weapons. One that I always meant to put in Ataxia was "wraithblade" that turns slain foes into wraiths under your control.
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Spell (couldren, altar...) that allows combining other spells to (maybe) form a more powerful one. (Like in Powerstone 2) - Phylactery - contains wizard's soul. If the wizard dies, he respawns at the phylactery (destroying it), sans buffs. If the phylactery is destroyed, wizard is killed, so must be protected.
- AI will send his wizard recklessly into battle after casting this, but will assign creatures to guard it.
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Tangle vine, Flood (puts out fire, but helps gooey blob grow), Healing pool - Powerful chaos creature called "Ataxia" that can rampage across the board.
- Variety of raise dead spells:
- Ressurect; lawful,
- Raise Dead; creature becomes zombie - change to "brute" class, undead resistances/vulnerabilities
- Skeletal army; rare, globally summons zombies at every corpse
- Raise Dead II; creates wight.
- Summoning stone; you lob it over there and its adjacent square are available as summon points.
- Some obvious but boring ones: Clone,
Teleport - Circe's Transformation, Corpse Explosion
- Living Spell: will need one creature image for each damage type. Creates a monster from an attack spell.
- Creatures:
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phantom, banshee, destier (warhorse) - Norse mythology:
dwarves, giants, valkyries, varulf (werewolf), vargr (warg), hrimfaxi(rimemane), skinfaxi (shining mane), sleipnir/grani (8-legged horse),hildisvini (battle swine) - Forest: Giant spiders, scorpions, wasps
- Shahnama: Karkadann (makes ground shake, loud bellow which frightens, if it kills an elephant it goes blind), Shadhahvar (antelope with tempting song)
- Spitting Cobra, hobgoblin crossbowman (thanks Vic), [requires more powerful elven archers first]
- Demons and angels with random sprites.
- Heraldic: Hippogriff (law), Gargoyle (law, scares away evil spirits), Lympago (man/lion), Yale (horse-like, tusks and horns, aquatic)
- Aegean: Basilisk (chaos, poisonous bird/snake thing), Ker (chaos, fly, bloodthirst: a slight winged female), gorgons (chaos, immobilizes, when slain may raise a pegasus), minotaur (chaos), salamander (fire)
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- Other spells from Lords of Chaos -
Pixie(in as "brownie"), gorilla,elephantscorpion, spider, demon, flood, magic eye
Ataxia II feedback