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- Roadmap 2017 Onwards (Draft)
Thu Aug 24 15:49:16 EDT 2017
Feature additions planned:
- Implement an add-on system for player items (aka item mods)
- Implement a tuning system for player items
- Implement a durability mechanic to player items
- Implement a weapon skill mechanic for player items
- Implement a resource node and crafting mechanic
- Design and implement background details for player character types, and give them tangible differences
- Implement an item loadout (aka outfits) feature
- Using item loadout feature, design and implement a number of "Super Suits"
- Implement a territory mechanic, where areas of maps can be captured
- Implement guild badges feature
- Track total, daily, and monthly raids that a player has achieved
- Implement a feature (via a skill?) where players can spend a huge amount of turns, to overpower them in an attack
- Spending more turns on an attack, should boost power, as well as the reward
- Implement a guild level system, and design from tie-in features of the progression curve
- Implement custom tournament system, with automated events, and user-created instances
- Implement a level scaling feature for player items, or resolve issue in another way
- Design and implement an in-page chat system, that sits along the bottom-right of the screen
- Design and implement a "bank theft" mechanic (possibly via a skill), for player bank accounts
- Design and implement a "health/bioenergy" mechanic for players, to allow attacking to have lasting effects
- Design and implement the "grid game" feature, as discussed in the forums
- Design and implement a guild skill system, which effects cast upon guild, and/or its members
- Design and implement a guild a**et/supplies system (aka items), which can be stolen/destroyed in raids
- Design and implement some new casino/mini games
- Design and implement instance dungeons (procedurally generated maps, with capacity limits, etc.)
- Design and implement some "jumping" skill effects, where attacking causes the effect to be transferred
- Investigate how the battlefront mechanic from RiftWars could be brought back into this game
- Investigate adding set item "morphing", as a way to get another item from the same set
- Design and implement a "pet" system, where players can collect and train creatures (effectively NPCs)
- Create login incentive by adding a "daily reward" link to the player home page
- Implement an "item scrappage" scheme, where items can be discarded for a small reward
- Design and implement "world drops", which are global treasure lists for all NPCs
- Design and implement a stock market system
- Investigate whether it's feasible to have a bank interest feature
- Design and implement daily, weekly, and monthly player, guild, and global pots
- Reinstate a form of "guild helpers" during an attack (random player strikes for you)
- Investigate the feasibility of a PvP Arena feature, with special PvP attributes on items
- Design and implement another arena feature based around player pets
- Investigate the feasibility of merging two items, to get the same item, but with stat boosts
Content additions planned:
- Design and implement new player skills
- Design and implement some new player badges
- Design and implement a number of consumable supplies, which cast effects
- Investigate adding some extra hourly prizes (items, skill buffs, etc.)
This doesn't say anything about new items, maps, npcs, quests, etc. Those will be added next. Just trying to get the sweeping high-level things written down.
Invisible War ][
Edited 6 time(s). Last edited by Cyberkilla @ Thu Aug 24 16:12:09 EDT 2017
Thu Aug 24 17:16:32 EDT 2017
Man... once this is all implemented, FRP will be epic.
Thu Aug 24 18:10:13 EDT 2017
There doesn't seem to be an effective way to grind currency; swift kills is totally dependent on your level and atm I barely scrape 6mil from it. How about some kind of single-player boss NPCs in the world? Perhaps it's a super strong NPC that you probably can't kill in one attempt, and have to wear down? The idea being that they would drop lots of credits/medium-tier loot.
Sun Oct 8 11:20:09 EDT 2017
Quote from Cirno
There doesn't seem to be an effective way to grind currency; swift kills is totally dependent on your level and atm I barely scrape 6mil from it. How about some kind of single-player boss NPCs in the world? Perhaps it's a super strong NPC that you probably can't kill in one attempt, and have to wear down? The idea being that they would drop lots of credits/medium-tier loot.
Yeah, totally agree. I've brought this up before too (epics single player and multi-player and even multi-guild NPCs). I think it would be good to have.
For the single player ones, you could even have them homed on specific tiles and they only spawn at a random rate when attacking other NPCs on that tile/room.
Wed Nov 22 19:35:50 EST 2017
Any update on progress?
Sun Feb 4 15:25:32 EST 2018
Hello, me again. Got a bit side-tracked with real-life things. I should have some new stuff for you this week, and hopefully continue to work at this roadmap
Especially the guild stuff, and the item changes. I think we need those asap.
Invisible War ][