[CF-Devel] Future crossfire changes/projects

gros yann.chachkoff at mailandnews.com
Wed May 16 08:57:03 CDT 2001


Le Mercredi 16 Mai 2001 02:55, vous avez écrit :
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       Now that 1.0 is out, I'd like to get a little discussion/input on future
     
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      changes for crossfire (say 2.0).  I'm trying to keep these a bit more
     
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      general in nature and not go into details of exactly how feasible different
     
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      options are (as other changes may make some things easier or harder to do).
     
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       This is also to make it aware to others possible projects they may want to
     
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      take on.  I'm also trying to limit to big and/or controversial projects. 
     
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      Doing something like adding a new spell isn't going to make this list.
     
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       If you followup, it is probably worth while to start a thread for each of
     
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      the proposed changes, so that conversation on each one is easier.  Using
     
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      the brief description in the Change line for subject is probably a good
     
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      idea.
     
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      General template I'm using:
     
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      Proposed Change: Brief description of change
     
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      Details: More detail on the change and other notes
     
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      Pros & Cons: possible benefits
     
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Some others ideas:

Change: Isometric graphics ('Diablo-like' point of view).
-Details: The current Crossfire graphics may be nice, there are still many 
players that simply find them 'outdated'. Isometric graphics may help 
Crossfire to be up-to-date with today's game standards.
-Pros: May improve interest in the game, no longer seen as 'outdated'. No 
major changes in the server are needed.
-Cons: The entire tileset would have to be redrawn. New client graphics 
handling needed to support isometric view.

Change: Improved animations
-Details: Currently, you don't _see_ anything when you hit a monster with 
your weapon or with karate/punching/etc. The idea is to create animations 
showing your character using his weapon. This system may also be implemented 
for some 'critical' monsters.
-Pros: The game will definitely look better. It will be easier for other 
players to see if your own character is actually fighting or just waiting 
before a monster. Do not involve any changes on the Crossfire protocol/client.
-Cons: May require extra CPU time to handle all those new animations.

Change: New Map Features
- Details: It is not always easy to create a map. If you want to add your own 
monsters or treasures for example, you may not always find a suitable picture 
in standard archetypes. The idea here is to allow new monsters/objects/etc. 
to be created and saved completely (including XPM/PNG) inside a map or even 
another object. Another map extension: the ability to take current time into 
account (for example to cast nightfall when time>22:00 and daylight when 
time>7:00). Why not even support for a weather system ? And a music support 
(a music tag containing the song to play) ?
- Pros: New monsters/objects submissions would be much more easier since the 
only thing you need to get is the map. Standard atmosphere would be improved 
a lot with 'real' nightfall.
- Cons: This may also mean a general increase of map sizes if lots of custom 
objects are created. May require extra CPU work to handle weather/night.

Change: Improved Alchemy System
- Details: The Alchemy is not often used in Crossfire. This may be because it 
is seen as somewhat too difficult for too limited effects. Why not extending 
its possibilities ? I think of a system allowing you to create objects that 
have the added abilities of ingredients used to make them (ex: Sword + Potion 
of Dex + Potion of Cha = Sword (Dex+1)(Cha+1)).
- Pros: This may make Alchemy more interesting and fun to play. New fields of 
investigation for mages would be opened.
- Cons: May disturb playbalance a lot.

Change: Improved Combat System
- Details: The current combat system is very simple: you run into a monster 
to hit. It may be interesting to improve this a bit by allowing special 
combat techniques and critical hits. Monsters could be 
immune/protected/vulnerable against some special combat techniques. In short, 
the idea is to create an equivalent of spells but in the field of fighting.
- Pros: Make the warriors much more fun to play with. May allow more tactical 
play.
- Cons: May become too complicated for many players to use.

Chachkoff Y.

    
    


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