Changes between Version 5 and Version 6 of DifficultGame


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Timestamp:
12/24/10 07:50:38 (9 years ago)
Author:
magnate
Comment:

Added more sections & tables

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  • DifficultGame

    v5 v6  
    44 
    55Tickets filed: 
    6 * #1250 Rework stat & drain potions (make stat drain temporary, restores on level up) 
    7 * #1276 Make status effects more interesting 
     6[[TicketQuery(Keywords~=interesting,format=table)]] 
     7 
     8Three categories of change have their own keywords and their own sections on this page: curses, stores and monster ai 
    89 
    910=== Curses === 
     
    1314Tickets related to curses: 
    1415[[TicketQuery(Keywords~=curses,format=table)]] 
     16 
     17=== The game of shopping === 
     18 
     19There is a need to define and clarify what is/should be available to buy from shops, in what quantity and according to what pricing mechanic. There are four options for direction of travel here: 
     20 
     211. Stick with the current semi-random stocking - essentially means having to implement a "buyout" button. 
     22 
     232. Move to a different restocking model, using dlev or clev or some other trigger than time. 
     24 
     253. Move to fixed inventories (i.e. once you have bought 99 !CCW, that's it for the game).  
     26 
     274. Move to some sort of demand-based pricing (stuff gets dearer the more you buy). 
     28 
     29It is possible to choose different solutions for different items - e.g. enchant scrolls could be fixed in quantity, while ammo could restock every few dlevs. Orthogonal to this is the issue of adding some NPP-style store services.  
     30 
     31Tickets related to stores: 
     32[[TicketQuery(Keywords~=stores,format=table)]] 
     33 
     34=== Monster AI === 
     35 
     36The big question is whether any bits of 4GAI should be incorporated. Probably need a useful summary of 4GAI here to aid discussion. 
     37 
     38Tickets related to ai: 
     39[[TicketQuery(Keywords~=ai,format=table)]]