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Imlight Todo

Combat

  • Combat:
    • WizardZoneCreature player interaction
    • The combat sigil:
      • Spawning combat sigils on demand
      • Players joining an existing duel on interaction
      • Creatures joining an existing duel on interaction
      • Despawning the sigil on duel completion
    • Player decks:
      • Players being able to add/remove spells from their spellbook
      • Players being able to add/remove TC spells from their spellbook
      • Spellbook spells appearing in combat rounds
      • Spells given from equipment
      • Commands to add/remove a spell (TC)
      • Commands to learn/unlearn a spell
      • Persistently saving decks
    • Combat participants:
      • Starting animation for each combat participant
    • Combat hand:
      • A combat hand, which is 7 cards given at the beginning of each round
      • Discarding cards
      • Treasure cards
    • Combat director:
      • Need a system for a creature to get their own game stats
      • Need a system for a creature to get the spells they are able to cast
      • Take in all played cards and do the math
      • Imlight needs to return the actions to the client
      • Combat execution time
        • Use cinematic times to dictate how long each spell will take
        • Hanging effect times
        • Spells being skipped if the caster has died before their turn
    • Combat effects:
      • Fizzling
      • Damage
      • Healing
      • Area-of-effect spells
      • Reshuffle
      • Pacify
      • Provoke
      • Self damage (Sacrifice and Immolate)
      • Global spells
      • Hanging effects:
        • Blades
        • Anti-blades
        • Shields
        • Traps
        • Bonus accuracy
        • Negative accuracy
        • Dispells
        • Prisms
        • Bonus healing
        • Negative healing
        • Damage-over-time
      • Minions:
        • Spawning minions
        • Minion AI
        • Stealing health from minion
        • Sacrifice minion
          • For pips
          • For health
      • Stealing hanging effects
      • Per pip spells
      • Pip donation spells
    • Creature decks:
      • Using the template ID of the equipped deck, find what spells a creature is capable of casting
      • DCT (Dragon Creature Tool) to rebuild the spells
    • Combat AI:
      • Unify behaviors so that both players and creatures may use the same classes
      • Creature inventory
      • Creature equipment
      • Creature stats changing based on equipment
      • Aggressiveness: Creatures should have a chance to either prepare (blade/shield/trap) or attack
      • Selfishness: When a creature prepares, there is a chance for them to put it on themselves or a teammate. Bosses will always buff themselves
      • Intelligence: When a mob has pips saved, their intelligence dictates if they're smart enough to use a max pip spell or something else
      • Hate: Mobs have an initial target. It will be the person across from them, or the only target available. A few things can change mob targeting:
        • Taking damage from a player greatly increases the hate towards that player
        • A player healing softly increases the hate of every mob in the duel
    • Ending the duel
    • Bugs:
      • Creatures are still moving towards the center of the sigil despite being in combat
      • Combat is very buggy when a third creature enters the duel
      • Discarding is causing an exception for being out of bounds
      • Healing in combat is not saved persistently
      • Two duels happening in the same zone is very buggy

Shops

  • Shops
    • Basic shopkeepers:
      • Hat
      • Robes
      • Boots
      • Rings
      • Amulets
      • Athames
      • Pets
      • Zeke
      • Eloise
    • Commands for adding/removing gold
    • Other keepers:
      • TC Shops
      • Bazaar
      • Professors

Social

  • Social:
    • Friends List:
      • Adding/removing a friend
      • Teleporting to a friend
    • Buddy stats
    • Whispering

Player Housing

TIP

Imlight should have social elements before starting this branch.

  • Player housing
    • Need a system to know what house belongs to which player
    • Need to add a new collection to dragon database to save a house persistently. A Wizard should only keep track of their housing instance ID which points to their house
    • Being able to teleport to your house
    • House decorations, including being saved persistently

Pets

  • Pets
    • Make an understanding of how the client expects the pet behavior to be shipped
    • Looking through pet objects to find hatch status
    • Actually being able to equip pets
    • Pets being able to add to canonical effects
    • Pets being capable of leveling up (or aging as the game puts it)
    • Pet snacks
    • Pet mini games, I guess