Changes between Version 4 and Version 5 of DifficultGame


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Timestamp:
12/23/10 00:59:44 (8 years ago)
Author:
takkaria
Comment:

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  • DifficultGame

    v4 v5  
    1 There's a lot of game mechanic stuff we want to change in 3.3. 
     1There's a lot of game mechanic stuff we want to change in 3.3.  Hopefully this can form the basis of a design doc. 
    22 
    3 Here's an index of what we're doing: 
     3== Making game mechanics more interesting == 
     4 
     5Tickets filed: 
    46* #1250 Rework stat & drain potions (make stat drain temporary, restores on level up) 
     7* #1276 Make status effects more interesting 
    58 
    6 == Status effects == 
    7  
    8 We currently have 29 status effects.  We have uninteresting ones that should be a bit more than just on/off: 
    9 * slow — speed up from -10 to -0 as you lose the effect [probably do the same with haste] 
    10 * blind — partial blindness, either randomly (icky), or reduce range 
    11 * paralyzed — (from Un) slow down before it kicks in completely? 
    12 * confused — you can still cast spells with an increased chance of failure (maybe), and def. with direction randomising 
    13 * afraid — you still get the chance to attack, maybe at higher levels you can't target either? 
    14  
    15 The issue is that they're all a range from 0-inf., which represents duration.  We can take as a model, though, that as something is about to wear off, it becomes weaker, and that if you're going to be under its effects for another few minutes then it's pretty much at its most potent. 
    16  
    17 == Curses == 
    18  
    19 We want to rework curses... 
     9=== Curses === 
    2010 
    2111Some of these will be drawbacks (not removable), and others will be removable.  Exactly how is still up for grabs, but could include item-specific quests (kill an x to uncurse, gain x XP to uncurse, etc.). 
    2212 
     13Tickets related to curses: 
    2314[[TicketQuery(Keywords~=curses,format=table)]]