A remake of the classic Wizardry video games

Copyright Eric Pietrocupo

E-Mail: ericp@lariennalibrary.com

Wizardry Legacy

WL Adventures

Road Map

Filed in: Development.DVroadmap · Modified on : January 18, 2018, at 03:23 AM - Visits 1464

Needs to be updated, will be uploaded on gitlab

This page list the things to do. It does not include all the details, but rather the general features that must be implemented. I keep a personal paper log of details that needs to be fixed. Eventually, there will be a bug tracking system installed on this site to keep track of user's bug. This will also become a lit of things to do.

According to the pattern of the last releases, there is a new release every year where one of them focus on the technical aspect of the game while the other focus on the gameplay aspect of the game.

Planned for the next release (v 0.6)

I am working on a kind of release, the goal is to put the code on git lab since I started to learn how to use git versionning system. Since I wanted to make at least an adventure I will possibly try to focus on finishing the editor and make sure the maze objects works correctly. Creating an adventure will create needs while editing.

PartialPictureFormat the new texture from davegh.com and artwork from Thalzon for character and NPC. See for icons (optional) on RPG maker. Make a new selection to reduce the archive size for loading and distribution. (not sure if needed to design first adventure, possibly since could be the only adventure)
PartialMazeRe-enable support of maze objects using scaling ratio and anchor points. Need to find a source of maze objects.
to domazeNot sure, could be a bit too late, but maybe encapsulate some mazetile operations into a series of C methods to make it more convenient to read ans modify the maze
To doMazeImplement sky area with dithering of depth to gray fog.
To doEditorCheck for maze errors and database entry inconsistencies.
To doEditorImplement the management of masked textures definition and placement.
To doEditorImplement the management of objects definition and placement.
To doEventsImplements some other key events like boss, long text, riddles, chest and traps according to the new features available in this version (depends on the need of the adventure.
To doSpellsUtility spells related to maze event (DESTO, CALFO, etc)
To doMonsterFinish Designing monsters and special attacks/abilities
?To do?AINeed to define a few artificial intelligence actions when new monster structure will be made (possibly already done)
To doAdventureMight try start working on first adventure "Goblinoid Mountain" to have something to play.
to doMazeApply maze area effects.
to doInternalThere could be ways to simplify the dependency of header structure by making all .h file have duplicate protection, remove the group header files, and includes headers inside headers depending on the needs. Need to do each file 1 by 1 but could reduce compile time by preventing tiny modification to force a recompile.

Once this release is finished, I'll have to find a way to see how it can be pushed to linux software repositories.

Development for Future Release

This is some development left behind for the future.

PartialSpellsUtility spells (ex: Dumapic, Malor, etc) not related to maze events.
To doActionsImplement character class passive and active skills. Wait near the end for skill system.
To doQuestIntegrate a quest/reward system that players can complete. Random quest and story quest system.
To doEditorMake a database editor specially designed for wizardry to make data editing easier
To doInterfaceAdd True Type Font Support with optional Anti-Aliasing (will require a special library.)
To doItemsCould implement, poisons to place on weapons, cursed items.
To doGeneralWizardrypedia: A way to show database information directly form the game (not much important)
To doCityAdd background images to city locations and make windows translucent to see through. (need artwork first)
To doMazeAdd maze area information like name, sky, music, etc, other than textures. Could have transition, or optional transition when entering new area.
To doGeneralTry to make the code compilable with Cmake or supply a makefile for easy building by the user (currently distribute project files, easier for me)
To doCityLoad the city configuration from the database so that the adventure can defile the layout of the city and show or hide certain services for the adventure.
To doEventsWild area events. For events that are going to be reused in multiple areas, maybe you could have an area id 99 that will be used for all areas. It will avoid duplicating events but reduce the availability of event numbers (maybe already done, check it out)
To doChestCreate chest system with treasures, unlocking and traps and could also be reused in the maze with events. (Somewhat requires class skill to inspect and unlock theses. There are still spells that can do the job)
To doItemsGive them active and or passive effects.
To doArtworkUse icons from http://game-icons.net/ instead of wizardry 8
To doPartyNeed to update the Party Frame with emoticon for the active effects
To doEffectsNeed to implement irregular effect
To doDatabaseadd some default data to template adventure like Textures, items, characters, etc.
To doItemsAdd usable abilities, especially for expandables
To doMonsterDesign NPC stats with extra humanoid pictures available.
To doParty BarNot sure if I like the idea of using portrait. Maybe create a text only side party bar.
to doDatabaseremove the need to convert SQL record to an C++ object. Not sure if I will refractor the old code to follow this new approach. Might not worth the time investment.
to doSystemMassive refractorisation: There is a lot of code duplication and optimization that could be done. Not sure if it's actually worth the time investment. I could even un-c-plus-plus-ify the code and make it only ansi C. But again, there is no good reason to change what currently works even if ugly.

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