diff --git a/ReadMe.md b/ReadMe.md index 56e6d25..0b102c6 100644 --- a/ReadMe.md +++ b/ReadMe.md @@ -14,3 +14,54 @@ 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 + +Only 100 quests are kept in the log. + +###### 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