# 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 ###### 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.