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- ADOM and the future...
- ======================
-
- This document sums up what I probably will be doing with ADOM in the
- future. I have several more ideas than listed here, but some of them
- just might be somewhat... well... unrealistic.
-
-
- Plans for version 0.9.x (x >= 5):
- ---------------------------------
- The list below ranks my plans according to their chance of truly being
- coded ;-). Hopefully everything will find its way into the game, but you
- never can know...
-
- * Add checksums for the save files.
-
- * Fix the remaining bugs.
-
- * Prepare the source code for general release.
-
- Version 1.0.0
- -------------
- This will be the culmination of the 0.9.x series. The goal is to have
- a stable and reliable version with lots of features. This version
- will be the base for future developement. Most probably the source
- code for version 1.0.0 will be released to the public so that ADOM can
- be ported to other platforms.
-
-
- Version 1.x.y
- -------------
- In this place I collect those ideas which seem to be workable and IMHO add
- something to the game. Please note (if your favorite idea you proposed to
- me does not appear in this list), that I have another (private) list with a
- lot of other ideas and features, but some of them are _extremely_ difficult
- to code, and some are next to impossible to code without changing major
- bits of the game.
-
- * Port ADOM to many other systems (Atari, Macintosh, OS/2, the various
- *nixes, BeBox, Windows xy).
-
- * Revise the monster movement routines, the item drop code, the
- display code and some other parts I right now don't want to think
- about.
-
- * Add inventories for monsters.
-
- * Add more means of interaction for giving items to monsters (the list of
- ideas that were sent to me is still *huge*).
-
- * Completely rewrite the magic system for monsters. I'd like to have more
- individual spells, better tactics and more intelligent spell use.
-
- * Add monster hordes consisting of thematically fitting monsters (orcish
- raiders, necromancers with undead, ...).
-
- * Add textual monster descriptions (maybe even a monster memory?).
-
- * Add textual item descriptions (at least for the major items).
-
- * Add an auto-roller for attributes (with some kind of punishment for using
- it included).
-
- * Allow commands for pets.
-
- * Put a lot more work into pools.
-
- * Add more comments to the code.
-
- * Add a lot of details to the game.
-
- * Slowly exchange all the unreasonable variable declarations by more
- specific variables types (in many places unnecessary 'int's are used
- which do nothing but increase the size of the save files).
-
- And afterwards... I have no idea. Let's think about that if I ever
- get that far ;-)
-
-
- Version 2.0.0
- -------------
-
- Once more this version will be the culmination of all the changes of
- the 1.x.y series. It will be a cleaned-up version including all
- possible bugfixes which might become necessary for the various 1.x.y
- releases.
-
-
- Version 2.x.y
- -------------
- Add a 'golem' to the game (which is something similar to the 'Borg'
- available for Angband): an automated player who plays ADOM for you
- (and even might beat you in the highscore).
-
- Nothing else if yet planned (and it's probably a bit too early to
- think about the 2.x.y series right now anyways).
-