- Zone-based dynamic lighting - Working for the most part, still a few kinks to work out, but otherwise working.
- Dithered fading walk-unders - Working perfectly now. Implemented for ship sails and some walls in dungeons.
- Zone-based sound effects - This is for things like fire crackles, or water flowing sounds. This will probably be fairly easy to implement, though I haven't started on it yet.
- Crafting system - This would involve combining certain items. I plan to have certain enemies randomly drop things that can be combined with other items to improve their power. I was planning on using a clever combination of menus and text boxes to do this, but I was wondering about how feasible this would actually be. I eventually plan to have a large list of recipes ala Diablo II's Horadric Cube.
- Text parsing based dialogue - Something similar to pre Ultima VII games. Where when talking to people, rather than selecting dialogue options, you type a keyword of what you want to say. The infamous Name, Job, Bye sequence. Barring this, a tree-based dialogue option instead. This is a long-term goal though, nothing I plan on doing in the immediate future.
- NPC Line of sight - This would be used for detecting the hero in certain situations like trying to escape from guards, or when trying to be stealthy. I believe I saw an existing script for this, so I doubt it would very difficult to write my own so long as I study the existing script some.
- Randomized level-based treasures - This works perfectly now. Took some tinkering, but it works fine now. Certain items are more likely to appear at certain levels, so at low levels there's very little chance to get a very powerful item. Of course, it's possible, but you'd have to be really lucky. Later on, at higher levels, there's a higher probability of getting better items.
- Dynamic economy - Prices would vary depending on how many things have been sold or bought already. This isn't really essential, but I thought it would add some flavor to the game.
- Day/Night system - Planning on changing graphics depending on the time of day. I want to affect NPC schedules as well, along with store schedules, guard positions, etc...
- Zone-based lighting - This kinda works, though not perfectly. Depending on where the player is standing, I tweak the palette to make everything either darker or brighter to simulate walking in and out of shadows. It only just barely works, but with a bit more tweaking I believe I can get it working well enough.
- Hunger/Thirst - Haven't started work on this yet, but it's next on the roadmap. This might be a bit complicated to do, I believe I'd need to do the day/night system first. Also, depending on how I implement this, might wind up being too annoying for the player though.
How's this list sound so far? Would any of these things be too ridiculously complicated to implement? Or is this list reasonable? Some of the things are working already, but not all. Some are working, but slightly broken. Legacy is only at v0.1.0, and I plan on doing an alpha release soon as I hit v0.3.0 or so. Prolly another couple months or so of development I suppose.
Anywho, cheers! And thanks ahead of time for any advice!
Being from the third world, I reserve the right to speak in the third person.
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