ToME: the Tales of Maj'Eyal

To Do List
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Author:  Xandor Tik'Roth [ Wed Dec 17, 2008 12:15 am ]
Post subject:  To Do List

Alright guys. This is where everything starts. The only thing I want to be put up here are the to do lists. That's it. No discussion or anything, just the lists. I would like for these lists to be maintained. The first reply after this one shall be the one dedicated to the current list of things that need to be done. Just under that will be a list of things that have already been completed. Under that, you guys can propose new ideas for the list.

I want this to be maintained in a professional manner, so that everything is in one place for everyone to see. I really would prefer to finish this so we can release it to the general public more or less bug free. I know a lot of people play and enjoy this game, and I know that personally, I hate it when a variant stops being maintained. I think we have one of the biggest variant following (besides ZAngband, of course) out there right now, and it would be a shame to stop developing new and more awesome things.

Author:  Xandor Tik'Roth [ Wed Dec 17, 2008 12:16 am ]
Post subject: 

List of things to do {It might be a good idea to put in parenthesis the date which they were submitted}

1) Monsters (17/Dec/2008)

Description: Low levels (1 to 35/40) are quite well filled, but the rest needs to be done. Some monster races do not exist at all. Each place must also have it's own list of monsters. To help here you must be able to make up new monsters, in theme, and make them "fit" nicely in the place they should go (dungeon, forest, everywhere, ...)

2) Objects (17/Dec/2008)

Description: Armour/ring/amulets ego items (rings and amulets are always ego items, the base types dont have any powers). Most base object types are complete, egos are now needed. To help here you must be able to make new items/egos, in theme. You do not need to be able to code, although this cant hurt if you want to give objects some special functions.

3) Quests (17/Dec/2008)

Description: There are two types of quests, the plot quests which I (DarkGod) mainly handle and the "other" quests which are there to privde entertainment, objects, a reason to go somewhere or simply make the game feel alive.

4) Module Scripting (17/Dec/2008)

Description: Creating the remaining skills/abilities, the player races/classes and so on. To help here you must be able to code in lua (and knowing the engine already is a plus ;> ).

5) Map/zone design (17/Dec/2008)

Description: Create towns, maps, special levels, design zone general feeling, make new terrain fetures.

6) Engine Bug Fixing (17/Dec/2008)

Description: Fixing the big bugs in the engine so that modules can go on their merry way.

7) Playtesting (17/Dec/2008)

Description: Playtest races/classes, stuff, monsters, ... This means you just need to actually play the game. To do this you need patience and well mostly goodwill

8 ) Documentation (17/Dec/2008)

Description: When T-Engine gets out of beta we need full documentation of the interfaces module developers can use. Who wants to write it?

Author:  Xandor Tik'Roth [ Wed Dec 17, 2008 12:18 am ]
Post subject: 

List of completed things {Again, let's put the date which they were completed (and by whom, for purposes of the credits) in parenthesis here}

Author:  madmonk [ Wed Dec 17, 2008 12:19 am ]
Post subject: 

I just lifted DGs to do list for ToME3

I shall post the entire list here (in one thread) and we can then split these up as necessary. Please note this is not a complete list but does give the list of what DG felt was important...

Author:  Xandor Tik'Roth [ Wed Dec 17, 2008 2:09 am ]
Post subject: 

Alright, you'll just want to make it a list form and post it in the second reply for continuity

Author:  madmonk [ Wed Dec 17, 2008 4:42 am ]
Post subject: 


Author:  Xandor Tik'Roth [ Wed Dec 17, 2008 9:58 am ]
Post subject: 


Is there a test version of ToME 3 out there somewhere that I can download and start tinkering with?

Author:  madmonk [ Wed Dec 17, 2008 5:32 pm ]
Post subject: 

To get the latest you can download from CVS...

Author:  Nerdanel [ Wed Dec 17, 2008 6:42 pm ]
Post subject: 

There's a big difference in the degree of completion between the T-Engine and the ToME module, and the former is also independent of the latter. I've noticed that I'm not really interested in the ToME module anymore. My preferred playstyle is gamist, and ToME 3 has moved a lot into the narrativist/simulationist direction while the T-Engine allows for different styles.

To make things clearer with examples:
Gamist: B.O.B (a very pure example)
Narrativist: Dragonball T (for insane amounts of branching quest trees and dialogue)
Simulationist: Bubblegum Crisis (it's only realistic for the Tokyo map to be way confusing and realism trumps all!)

(The last two have a lot in common, though, since they were made by the same person.)

Zothiqband is mainly gamist, although not to the degree B.O.B. is. ToME 2 was the same.

I think we should have the T-Engine and the ToME module as separate projects with separate to-do lists.

Author:  Xandor Tik'Roth [ Wed Dec 17, 2008 8:53 pm ]
Post subject: 

madmonk: I'm assuming that by CVS you mean

Nerdanel: That's why I set up two separate forums for T Engine and ToME.

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