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Chronicles of Stampadia

A daily print-and-play roguelike adventure you can play offline.

Bugs

  • on play.html tokens are not placed in the right position when the page is opened and the sheet is not fully visible

Ideas - Misc

  • i18n
    • Challenge: Descriptions must be still oneliners and fit the Rooms Table
    • Challenge: New contents must be always translated in order to generate the same adventure sheet every day
    • Suggestion: Prototype a version with a translated database folder and then think about a slim i18n system

Ideas - Print

Suggestion: Export the an adventure sheet using tools/debug.html and prototype alternate sheets on Inkscape

  • Larger text in Rooms Table

    • Challenge: How we can make the Rooms Table larger?
    • Challenge: How we can make the Rooms Table taller?
  • Larger Hero Sheet and Enemy Sheet boxes, in order to fit a dice more nicely

    • Not a problem with 12mm dice
    • Challenge: How we can make the sheets larger?
    • Challenge: How we can make the sheets taller?
  • New layout

    • Checkboxes on the top
    • Split lines in the room description with IDs
    • Link cell IDs in room cells/room IDs may link to a specific line, that chain the other lines.

Ideas - Gameplay

  • Items

    • Prevent a specific enemy action
  • Classes

    • Lock activation power must reach/surpass the number of enemies in battle?
  • Quests

    • Sub - ??? - More luck/unluck uses
    • Sub - The Messenger - bring messages between adventures using keywords
    • Main - Customize the boss battle via empty Enemy Sheet cells
    • Main - Find the boss room in broken teleport style/math quiz
  • Enemies with special rules

    • New monstr/trap idea: mimic, can use player moves
  • Gameplay

    • Diagonal movement?
  • Rooms Table

    • Asterisk for more hidden rows
  • Rooms & Dungeon generator

    • Black squares like crosswords
      • Runes that can be broken by events/items
    • Include a square in a room/Join another room when solving a puzzle
      • Allows arenas with multiple enemies to beat in sequence
    • Preset rooms
  • Variants

    • Roleplay variant: play aggressive or defensive depending on the enemy description
      • Some room descriptions give pointers to mobs behavior; maybe add a code for each room describing combat strategy for mobs: berserk, cautious, daring, defensive ...
    • Arcade variant: damage = atk - defense
  • New classes

    • A class with ignore enemy movement to stay in range
    • A class with more attack/move
    • Mercenary: Get gold in combat
    • Elf/Paladin: a better healing ability. Maybe a Paladin is better fitting instead of an elf here.
    • Druid: class item (haste spell/potion) to get a third roll once (and use 2 moves from player list and one from monster)

Ideas - Gameplay (questions)

  • Rooms Table

    • Circles for HP in hero sheet?
      • Circles are used more to add some narrative to the adventure sheet way too minimal graphics than for coherence: they are used in the Gold Track (they looks like tiny coins), and as the enemies HP (some players have fun on hitting enemies in the eyes or in the mouth even if all checkboxes have the same meaning - is there a hint for for some mechanic? ;)). The Hero and Enemy Sheets have some space issues and there is not enough space to add circles. So, for now, the Sheets will use squared boxes instead of other shapes.
  • New actions

    • Resting: when not in combat, 5G to get 1HP
      • Aren't The Helpers enough?
  • New helpers

    • "Easy mode" item purchase.
      • Is that truly needed?
  • Mechanics

    • Excess XP/HP to gold
      • Is this a way to buy too much time?
    • Movement used as "points" and distribute during the turn (i.e. move -> attack -> move)
      • It may make characters more agile and add more decisions but the actual timeline battle system, with self-contained coherent actions executed one by one from left to right, it's be easier to understand for non-boardgamers.
    • Use symbols instead of numbers for interactive elements? [(spades)] instead of [1]?
      • While there is a limited number of interactive elements in rooms ATM and a set of symbols instead of numbers may help players on learning the game, numbers are less narrative (a diamond is not going to be an ingame valuable, hearts are not healing items and so on), easier to share in chats and forums (you may need an emoji/symbols keyboard), and their mathematical nature can be used for some unexplored mechanic (i.e. lifts that brings you on current room + grayed cell value)
      • ...in spite of everything I've merged the Seshat font with the Symbola font with FontForge (I've called it the SeshatPlus - open Seshat font in FontForge, Element->Font Info->General, change Em Size to 2048, leave Scale Outlines checked, merge Symbola font) and implemented the code that allow to customize symbols. I don't like the new hieroglyphic look of the lookup table but the main issue is that unicode symbols are larger than the original symbols, eating space on the rooms table and breaking some room descriptions.
      • Anyway there is a tools/playground.html page, if you like to play a little with unicodes.
  • Enemy abilities

    • PUSH: pushes the hero away, for ranged enemies
      • It takes an enemy slot.
  • Rooms & Dungeon generator

    • A room with missing [1] that's drawn by the player (and maybe be there)
      • Decide to draw a [1] or a [2]. Or use a die roll to decide.
      • Quests can create the same effect with checkboxes conditions - that may be never checked
      • Implemented but unused
        • As {drawItemAt:itemId,roomId} (i.e. {drawItem:1,destinationRoom}). Add a {genericItem:"xxx", isHidden:true} to the destination room to reserve an empty cell.
        • Unused definition for the manual: draw [1] in room 35: Discover room 35 and draw a 1 on any of its empty cells. It will act as a grayed numbered cell.

Ideas - Misc (questions)

  • Publishing
    • Send the daily dungeon via mail
      • Adventure sheets are generated with no server ATM

In progress

  • !!!
    • mixMode ready to be tested after the Rogue: setMixMode:true

Done

  • Dungeon generation

    • Shredder mode - Quests are no longer distributed on a single path (previous version available via setShredderMode)
    • A way to truly create enemies/rooms with modifiers
    • More dungeons layouts
  • Mechanics

    • Remove the "don't visit new rooms in fight" rule? (Thank you, PeterPiers!)
    • Rich terrain: areas with enemies that have special effects (fire scares the enemies: every turn -1 on one player chosen die, mud: movement -1 in this room...)
  • Skills & items

    • Reveal a room position the player can choose
    • Invisibility potion: enemy rolls < 6 are discarded for the 3 next rolls
    • Fireball item that damages all enemies in the room.
    • Debuff skills to subtract defense to an enemy for 1 round: with 1 round, you can go for die-2/die-3 debuffs; the idea is if you spend a 6 on it you can possibly land 2 hits on next round even with a secondary ATK-3 for example. May be applied to all enemies.
    • Item - Grenade: ATK by the number of cells of the current room
    • Items that gives free action
    • Hero Item - Damage reflection
  • New class

    • Tank/Dwarf
      • Instead of having a Move action in the first column, make it DEF -2. In other words, instead of running away to get away from attacks, the character just takes the attacks, but defends against them.
      • lower movement
    • Ranger
      • can use monster moves
      • Powerful skills with exact range like "RNG =2". Explain on manual.
    • New classes: Rogue
      • A defense based class
      • Hero - Dice roll skill: the hero locks a die for other enemies
  • Equipment

    • Flip - Complementary dice values (upside down dice)
    • Turn - Use dice in reverse order (lower-higher)
    • Door Slam: enter new room -> damage all enemies in range 1
  • New quests

    • General
      • Room modifiers can be enabled by items/characters/events
    • Helpers
      • The game could spawn some kind of "help kiosk" near the entrance.
        • gold/XP to health converter. Conversion ratio may vary.
        • should for wizard, could for warrior/dwarf?
    • Very hard rooms
      • The Risky Sip - 1/6 probability to gain health full, 1/6 probability to die
      • The Swarm - A lot of LVL0 enemies!
    • Main Quests
      • The Curse - A quest with an item (to use, spend, etc. to get multiple endings)
      • Final form - Mini boss, then forced bigger boss
      • Moral choices - Become the next ruler
      • Main - The Curse: debuff on boss until you get an item / buff on boss when you get an item
      • The Missing Familiar
        • Rookie: most of the skills are copied to empty Hero Sheet cells from enemies (Added to all classes)
      • The Test - Don't lose the class item
    • Good/bad quests
      • The Wildness: do something to get a buff on all encounters
      • Sub - The Trader - Exchange xp/hp (Added a darker version of the shopper)
      • Sub - The Armory - Choose between two items
    • Sub Quests
      • The Tapeworm
        • digesting track: corridor "organic walls are trying to squeeze you, -1HP" until you kill lvl3/4 mob in adjacent room (not adjacent, weaker enemy, loot added)
      • The Witch - Help me, or else...
      • The Mirror - teleport back to a room
      • Escort mission
      • Challenge - Items with a challenge
      • The Time Bomb - Reach the room in time
      • The Barman
      • One Last Fight - The enemy spawn only on your way back
      • room with mob -> room with necromancy lab "I ain't dead" -> respawn mob (maybe in two rooms)
        • Implemented in 2-phases boss main quest
      • Teleports enabled only on conditions
      • Sub - The Traitor: reveal where the boss room is on death
      • Sub - The Landslide - Optional rooms can be "closed" due to player decisions (falling bridges, closed caves, etc.)
    • Story
      • The rests - collectable lore items around as narrative items (It may spawn on already busy rooms, so it helps obfuscating 2-items rooms)
        • The Corrupted (used for one scroll)
  • Classes balances

    • Lower damageRatio for all classes
      • Maybe moving 1 HP from LVL1 to LVL2?
  • Quests improvements

    • Pair/odd in Sphinx
    • Quest ID in Sphinx (pair/odd)
    • More smaller quests
  • Bugs/Code

    • Simplify the condition in generator.js
    • There is 1 extra xp box in the tutorial pdf!