Urban Terror
Module idea by SoulWynd.
1. Premise
You are relaxing in front of a small French Bistro called 'La ruelle', reading your newspaper and drinking a cup of coffee when suddenly someone dashes along the street and hits your table. The person falls down while your coffee becomes a stain on your clothings. He looks up at you with blood-red eyes and quickly picks himself up, dashing away while two black suits yell for him to stop, pursuing him. After composing yourself, you notice a small stone on the ground, a perfect sphere. You pick it up and notice there's something inside it, a faint glow. It points somewhere...
The year is 2004. The place, Paris. This would be a horrible movie.
-- SoulWynd 2004-07-12 22:15:49
The story may begin differently depending on what race/class/setting you pick. The idea is to focus on the cities and travelling around the world. The dungeons will be replaced with buildings, which hopefully will actually look like buildings. I don't know if the dungeons are generated via .lua, but we would need a street generator and a building generator. I've never even messed with .lua, so I'm just giving the ideas out, hopefully someone will help me with them or even do them for me. I don't intend to register this as a module until it's more than just an idea and we have something done.
-- SoulWynd 2004-07-12 22:15:49
2. Features
Street Maps
- Hopefully we can get ToME to generate areas that look like actual city streets.
Fireweapons
- Plenty of them.
Psionics
- Something new, not those psionics we see on every other rogue-like.
Possessing monsters
- Spirits that can possess other npcs and alter their stats, creating a hell of a monster to fight against.
Magic Re-worked
- No spell-books (I hope), only a few magical classes.
Less Magical Items
- Yep, those +1 boots are now worth having and fighting for
Modern Items
- Grenades, Cellphones, Computers, TVs, etc.
3. Races
Human
- Nothing new there
Psy-latent Human
- A human with a few psy powers
Magic-latent Human
- A human with some magical powers
Entity
- An astral being. This one's gonna be hard. It shouldn't be able to interact with the real world unless using a power of manifestation or possessing a creature. More on that later.
Shape-Shifter
- were-wolf stuff
Awakened Animal
- An animal that's more than what it seems to be
4. Classes
4.1. Normal
Detective
InterPol agent
Gang Member
Journalist
4.2. Magical
Hermetic Mage
Chaotic Mage
Wiccan
Psionic
5. Settings
Human
- Cult Member
- Nerd
Psy-latent Human
- Cult Member
- Nerd
- ESP
- Telepath
- Clairvoyant
- Telekinesist
Magic-latent Human
- Cult Member
- Nerd
- Fire
- Water
- Air
- Earth
- Ether
Entity
- Fire
- Water
- Air
- Earth
- Ether
- Mental
Shape-Shifter
- Wolf
- Dog
- Fox
- Tiger
- Cat
- Hawk
Awakened Animal
- Wolf
- Dog
- Fox
- Tiger
- Cat
- Hawk
6. Skills
7. Contributions
7.1. Ideas
7.2. Whoever is mad enough to work on a module
- Nobody so far.
7.3. Indirect
- Nobody so far.
8. Comments
Place your comments here
> I don't know if the dungeons are generated via .lua, but we would need a street generator and a building generator.
MassimilianoMarangio: The dungeon generation is coded in C in ToME 2.2.7, but you may add some level generators coded in Lua. In ToME 3.0.0, the whole generation code was rewritten in Lua.
You should look at the (incomplete) Zoneband module, available from the CVS site, for an example (see below):
level_generator
{
["name"] = "yeeks",
["gen"] = function()
print("zog")
-- Clean the dungeon
for i = 2, cur_hgt - 2 do
for j = 2, cur_wid -3 do
cave(i, j).feat = 1
end
cave(i,1).feat = FEAT_PERM_SOLID
cave(i,cur_wid - 2 ).feat = FEAT_PERM_SOLID
end
for j = 1, cur_wid - 2 do
cave( 1, j).feat = FEAT_PERM_SOLID
cave( cur_hgt - 2,j).feat = FEAT_PERM_SOLID
end
-- Set the first building
_set_building1( 5 , 5 )
_set_prison( 5 , 25 )
_set_doghouse( 23 , 5 )
_set_castle( 25 , 35 )
_set_gym( 50 , 5 )
_set_pharmacy( 50 , 20 )
_set_armory( 50 , 38 )
_set_garden( 35 , 5 )
return new_player_spot(get_branch())
end,
["stairs"] = FALSE,
["monsters"] = FALSE,
["objects"] = FALSE,
["miscs"] = FALSE,
}
Basically, the generator function "gen" clears the level, set a border of permanent walls and place some buildings at given coordinates.
The level generator can then be used in d_info.txt with an appropriate G-line, e.g. G:yeeks for the generator above.
SoulWynd: Thanks, I was planning on using ToME 3 branch if someone is willing to make the coding for me. I have too much to code elsewhere right now.
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