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Exploration, Research, Discovery - a Campfire-based mod for Skyrim

License: GNU General Public License v3.0

Papyrus 77.74% Batchfile 0.15% Python 22.11%

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wildfire's Issues

Strength Perk Tree

Perk Tree

  • Name: Strength (still WIP, open to suggestions)
  • Art: Flexed Muscle
  • Unlocked by: Researching your first Strength-specific Relic
  • Improved by: Researching more Strength-specific Relics
  • Perks: Bonuses to combat, health and resistances

Unlocking and improving will be handled by the research system (probably direct script calls).

Perks

Strength Perk Tree Illustration

Initial Work

  • Basic in-game tree (tree shows up, perks can be selected)
  • Tree is locked until the first strength-specific relic is researched
  • Researching strength-specific relics grants points
  • The perks have actual gameplay impacts

Later Work

Upon reaching the end of the perk tree, a single perk will become available that requires an ancient relic to unlock. Taking this perk will unlock a new, powerful ability and change the perk tree into a new one centered around this ability (this can be implemented by unregistering the old perk tree and registering the new one via CampUtil).

Arcana Perk Tree

Perk Tree

  • Name: Arcana (still WIP, open to suggestions)
  • Art: Side view of a hand, with a spell above it
  • Unlocked by: Researching your first Arcana-specific Relic
  • Improved by: Researching more Arcana-specific Relics
  • Perks: Improvements to magical abilities, new spells and powers

Unlocking and improving will be handled by the research system (probably direct script calls).

Perks

Arcana Perk Tree Illustration

Initial Work

  • Basic in-game tree (tree shows up, perks can be selected)
  • Tree is locked until the first arcana-specific relic is researched
  • Researching arcana-specific relics grants points
  • The perks have actual gameplay impacts

Later Work

Upon reaching the end of the perk tree, a single perk will become available that requires an ancient relic to unlock. Taking this perk will unlock a new, powerful ability and change the perk tree into a new one centered around this ability (this can be implemented by unregistering the old perk tree and registering the new one via CampUtil).

Exploration Perk Tree

Perk Tree

  • Name: Exploration
  • Art: Road
  • Unlocked by: Finding a significant landmark (i.e. Blackreach, Throat of the World)
  • Improved by: Discovering new places (or just walking around, if the former isn't feasible)
  • Perks: Provides general navigation and exploration buffs when traveling to many different areas of the map

Unlocking can be done by detecting player cell changes, improving might be possible with the same technique. If it isn't, we can simply copy Frostfall's method for advancing when the player walks around.

Perks

Exploration Perk Tree Illustration

Advanced Relics

Continuing from the original issue:

Initial Work

  • A decent amount of Normal and Ancient relics have been hand-placed

Later Work

  • Make all normal and ancient relics unique
  • Give them proper names and add some lore to them

Archaeology Perk Tree - Later Work

Copied from the original issue:

  • Writing, Languages and Cultures should all unlock their own skill trees. These will use a completely different skill tree system, however (most likely accessed form the research furniture itself).
    • For example, the Languages tree could have perks like Nedic or Draconic that would allow the player to make progressively better translations of writing they find as their skill in the respective language increases.
    • Another example would be improving the Cultures tree in order to increase your chances of finding powerful gear from excavations.

Initial Relics

  • Three different types of relics: Minor, Normal and Ancient
  • Ancient gives way more research progress than Normal and Normal gives more research progress than Minor
  • Minor relics should appear in leveled lists
  • Different sets of relics for different styles of dungeons (i.e. nordic dungeons would get relics from a list of nordic relics, dwarven dungeons from a list of dwarven relics, etc.)

Reflexes Perk Tree

Perk Tree

  • Art: Eye
  • Unlocked by: Researching your first Reflexes-specific Relic
  • Improved by: Researching more Reflexes-specific Relics
  • Perks: Bonuses to thievery, sneaking and dodging

Unlocking and improving will be handled by the research system (probably direct script calls).

Perks

Reflexes Perk Tree Illustration

Initial Work

  • Basic in-game tree (tree shows up, perks can be selected)
  • Tree is locked until the first reflexes-specific relic is researched
  • Researching reflexes-specific relics grants points
  • The perks have actual gameplay impacts

Later Work

Upon reaching the end of the perk tree, a single perk will become available that requires an ancient relic to unlock. Taking this perk will unlock a new, powerful ability and change the perk tree into a new one centered around this ability (this can be implemented by unregistering the old perk tree and registering the new one via CampUtil).

Archaeology Perk Tree

Perk Tree

  • Art: Chisel
  • Unlocked by: Finding your first Relic
  • Improved by: Researching more Relics
  • Perks: Unlocks studying and finding other types of Relics and improves the benefits they give you when researched

Pretty much the central perk that will gate access to other parts of the mod until it is advanced, meaning the player will have to go exploring in order to access most of Wildfire - which is the entire point of this mod.

Event for unlocking is a simple OnItemAdded. The research system will handle improving the skill via direct script calls.

Perks

Archaeology Perk Tree Illustration

  • Basic Research - Allows the player to construct furniture in order to pursue further studies on relics.
  • Writing - Allows the player to conduct research on writings and inscriptions in dungeons.
  • Languages - Allows the player to attempt to translate said writings and inscriptions.
  • Cultures - Allows the player to conduct full-scale excavations (with NPCs and followers joining in) to find highly powerful endgame gear from ancient civilizations (or just random trash, depending on your luck (and eventually Cultures level, see below)).

Initial Work

  • Basic in-game tree (tree shows up, perks can be selected)
  • Tree is locked until the first relic is found
  • Finding the first relic grants a perk
  • Researching more relics grants further points
  • The perks have actual gameplay impacts (only the first one for now)

Later Work

See #8

Research System

This is kind of a meta-issue. More and more of this system will have to be implemented in milestones over time:

Needed for 0.1

  • The player should be able to use a Campfire-based furniture object to study relics they found while exploring

Needed for 0.2

  • After researching something, the player should be rewarded with progress and eventually a perk in the respective skill trees (Arcana, Reflexes and Strength)

Needed for 0.3

  • Perks in the archaeology tree should allow the player to craft items like brushes and chisels as well as extra furniture so that they can establish dig sites and research stations directly in dungeons
  • Perks in the archaeology tree should provide the player with other types of relics to research (inscriptions, writings, etc.)

Needed in the future (0.4?)

  • Research will become a mini-game instead of clicking on an item and getting points

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