Race Alignment System
Each character could have alignment stats for each race. Let the value drop to low and you can not enter the town of that particular race, at a high enough level even the fanatics of the race won't kill you on sight. For characters not of that particular race, the level would be capped, and the cap would be lower in opposing races (elves vs orcs or humans vs undead) To race the alignment, you would have to do quests for the race that you can not repeat with in a certain time frame (say a week to keep people from twinkling the system.) to lower your alignment you would kill npcs from that particular race, or preform other unsavory actions to the group. I don't really like the idea of a hard line faction system such as alliance vs horde, I think it makes the game more interesting if there is a certain amount of complexity and playing for the other side. The other interesting idea I had was that characters could change thier race (human to undead or vice versa, and then orc to elf or vice versa. and have a series of quests as well, as a stat and skill penalty for doing it. The benefits to changing races might be wiping certain alignment/quest etc stats. Giving yourself a fresh start without completely starting over.
Implemented Features
Skill System
There is currently an implemented weapon skill gain system. There is also reading books to learn spells.
Custom Houses
We have a house customization system. The main negative is having to go out and buy materials. Also, the house design client could be made easier to use. I much preferred the ultima online method, go into design mode, design a house, press commit and then you are done.
Banking System (needs work)
I thought there was a banking or rather loot storage system, but now I don't think so. This would have to replace storing all your items on your character. We also need to implement a secure trading system such as those found in other games.
Combat System (needs work)
Combat in this game isn't actually that awful, but it isn't that great either. Combat balance is usually an ongoing thing that the developers are never done with, so trying to focus on that to the extent of ignoring other features is a waste of time. This is the kind of thing that needs to be play tested extensively as well.
Quest System
There are quests in crossfire. Unfortunately, the rewards are the worst I have ever seen in any game. For instance, there is the undead church quest. You go to the bottom of the undead church, only to find out the horrible truth. You have just lost experience points. Once you take out experience lose, however, that whole quest does't seem so bad.
Crafting System(needs work)
Crafting is implemented. From the limited playing of the original crossfire, I know that the failure rate is high and it is expensive. The crafting will have to be redone. Also, newbie alchemist should not be using alchemy to wreck havoc in town. In Ultima Online, this would have gotten you quard wacked. Some kind of reputation system should be implemented to prevent that kind of thing. Newbies shouldn't be able to create that kind of havoc anyway, because how would they have access to that sort of power.
45 degree isometric tiles
This is the first feature that was ever implemented into Wograld. Our lead developer spend 6 months working on it, until he temporarily gave up figuring out x11.
Maps and Zones(needs work)
A lot of games have maps or zones. Even Ultima Online had server boundaries and guard zones. The thing with zones is they could be set up to allow pvp or not.
Saving(needs work)
This is actually a big problem and new to Wograld. Step on the wrong map tile and your character is not saved. This is what happens when newbie programmers introduce bugs into the code. If you step on the wrong map tile and the map is not found, you should just stay right where you are instead of crashing the server or client. Instead the client should send you a message, this area is no complete and cannot be entered, or something like that.
Wograld is
hosted on SourceForge!
.