I got interrupted while doing this days ago and forgot to commit
nasa-tawa
Strange motion. Idle toy inspired by Progress Quest.
WARNING: Opens a console to LAN which can run any code as the user Love2D is running as! There is no security on this.
Brainstroming
Name the Race. Motto.
Level Class (xp bar)
Plot: Description (progress bar)
Quest (progress bar) (quest log?)
Stats
Equipment list and stats.
Spell list and levels.
Inventory list.
Task, description, progress bar.
- I should have images for loot and creatures.
- Quality modifiers on everything.
- Stack modifiers.
- Crafting/modication to remove/add modifiers?
- Storage?
There seems to be a task-queueing system for pre-planning how to handle "cinematic" sequences in the infinite "plot".
I wanna make the quests actually rely on something being done.. maybe that's already how it works? At least with fetch quests, you have to find the item?
I think different monsters at different levels is appropriate.
I need to slow this way the fuck down in comparison, so that when I'm TTSing, it doesn't just keep happening immediately and overwhelm. Also I should definitely have little battle animations.
- characters need a recklessness stat to determine how far they push
I think I'm starting to scope creep. I need to keep things simple but visually interesting.
Equipment is generated based on level, but random, so lots of downgrading.
- SpecialItem: InterestingItem of ItemOfs
- InterestingItem: ItemAttrib Specials
special characters:
- Demi, who does 1 backflip
- Anti Juandez, who is made-up
- Zargon
I want exploration, generated or discovered areas. And a map.
- fishing
- Sims elements / life sim elements
- mining
- construction
- agriculture
Prefixes
Sick modifiers: dead, comatose, crippled, sick, undernourished
Young: foetal, baby, preadolescent, teenage, underage
Big: greater, massive, enormous, giant, titanic
Special:
- no spaces: veteran, cursed, warrior, undead, demon
- spaces: Battle-, cursed, Were-, undead, demon
If a randomly selected monster is too low level, it is imaginary. Then Sick, Young, no modifiers, messianic, Big, Special.
Quests
- Exterminate the monsters
- Seek InterestingItem
- Deliver this BoringItem
- Fetch me BoringItem
- Placate the monsters
Quest completion triggers a reward: spell, equipment, stat, item
Tasks
- I have to make a stat called consider
- Progress bars should be set within a manager (like timers) so one global draw function draws them all.