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2026-09-22 15:43:09 -06:00
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@@ -14,3 +14,54 @@ Spell list and levels.
Inventory list. Inventory list.
Task, description, progress bar. 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