A remake of the classic Wizardry video games
Copyright Eric Pietrocupo
E-Mail: ericp@lariennalibrary.com
Wizardry Legacy
WL Adventures
Filed in: Development.DVroadmap · Modified on : October 25, 2021, at 07:47 PM - Visits 2220
I am doing a clean up of this page for the detailed list of things to implement, look at gitlab issues located here. I will only list the milestone planning on this page, the rest will be on gitlab or moved eventually on gitlab. I also try to anticipate a release date which I cannot really guaranty. It is what I would like to be.
There has been a lot of replanning lately, I will not make it for the previous milestone target year. One of the main change is the decomposition of the project in open source subprojects. So each subproject has it's own wishlist of issues it would try to fullfill. So I am not sure if I want to focus on each sub project separately then integrate it with the game, or jump from a project to another.
OLD ROADMAP
The features below might be obsolete and will be reconsidered when the time comes.
Status | Category | Name |
---|---|---|
Partial | Picture | Format 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) |
Partial | Maze | Re-enable support of maze objects using scaling ratio and anchor points. Need to find a source of maze objects. |
To do | Maze | Implement sky area with dithering of depth to gray fog. |
To do | Editor | Check for maze errors and database entry inconsistencies. |
To do | Editor | Implement the management of masked textures definition and placement. |
To do | Editor | Implement the management of objects definition and placement. |
To do | Events | Implements 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 do | Spells | Utility spells related to maze event (DESTO, CALFO, etc) |
To do | Monster | Finish Designing monsters and special attacks/abilities |
?To do? | AI | Need to define a few artificial intelligence actions when new monster structure will be made (possibly already done) |
To do | Adventure | Might try start working on first adventure "Goblinoid Mountain" to have something to play. |
to do | Maze | Apply maze area effects. |
Once this release is finished, I'll have to find a way to see how it can be pushed to linux software repositories.
This is some development left behind for the future.
Status | Category | Name |
---|---|---|
Partial | Spells | Utility spells (ex: Dumapic, Malor, etc) not related to maze events. |
To do | Actions | Implement character class passive and active skills. Wait near the end for skill system. |
To do | Quest | Integrate a quest/reward system that players can complete. Random quest and story quest system. |
To do | Editor | Make a database editor specially designed for wizardry to make data editing easier |
To do | Items | Could implement, poisons to place on weapons, cursed items. |
To do | General | Wizardrypedia: A way to show database information directly form the game (not much important) |
To do | City | Add background images to city locations and make windows translucent to see through. (need artwork first) |
To do | Maze | Add maze area information like name, sky, music, etc, other than textures. Could have transition, or optional transition when entering new area. |
To do | Events | Wild 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)(Not very elegant) |
To do | Chest | Create 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 do | Items | Give them active and or passive effects. |
To do | Items | Add usable abilities, especially for expandables |
To do | Effects | Need to implement irregular effects (???) |
To do | Database | add some default data to template adventure, items, characters, etc. |
To do | Monster | Design NPC stats with extra humanoid pictures available. |
to do | Database | remove the need to convert SQL record to an C++ object. |
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