Features that might be great to get in (see also a few older, recent posts in the IB coding tasks thread):
- wide/ultrawidesceeen support
- combat animations (already done in v182 for creatures, still to do for pc)
- combat camera smooth scrolling
- scripts for inengine cutscenes
- optional voice over for convos (even having a single narrator only jumping into different roles like a pen&paper gamemaster goes a long way in capturing player attention)
- a data sets (group variables with values and module name) that is generated on completing an adventure: this would store choices and discoveries and influence a second play through of the very same adventure (eg unlockibg different boss encounters, regions, dialogue options); a subscreen with info on unlocked secrets and nunber of playthroughs; my idea here is to have incentive to play through an adventure many times (each time it gets more challenging) and if you do it correctly, discover information that will enable even more differing playthroughs and endings; playthroughs would be with fresh parties each time and the world would be changed a bit each time; it would not be enough to just do multiple playthroughs to get to the final ending, but instead only specific choices made would eventually unlock it; like a big, layered riddle if you want
