Some monsters are loners, others are team-workers, so most AI parts should be configurable. (You'll have a hard time scaring off a minotaur)
I forgot to mention that I want to make variables in the AI code. (E.g. Courage, Cooperative skills, melee-ranged preference). I hope that will improve the feel that every monster is different.
Just thought of a minor bug. When using teleport scrolls, you can get stuck (if you're dumb) by teleporting on an island or something. My question, should we do something to help those dumb players?
I find the death = death system too drastic. I haven't played diablo but needing to restart the whole game because of "yet another stupid death" seems quite annoying.
However, if you like that, nethack does it.
It would be another matter if there was a saving mechanism, or something like that. In that case it would be a good idea, that I would vote for.
My suggestion right now: Leave death penalty for the moment and change it in death = load last save when we have a decent working saving mechanism.
A working code can be found @stevenw.nl/Unit.zip, using SVN version 342, modified classes only. (Sorry, the anti-spamfilter on this forum thinks I am a spammer)
(no guarantee how long this file will stay online)
I have found some cases where inheritance will be dificult. In my suggestion, damage is calculated in the Unit class. This means.
Critical hits would not be player-only anymore. (Of course, we can make the crit-chance 0 for monsters)
Flare is an engine so people could do everything they want
That is a very large statement.
At this moment, item properties, triggers and powers are implemented seperately. If we could do the large task of adding a scripting language, we could merge implementations.
Basically, if a power can do 10 fire damage, then if that is implemented with a scripting language, it can probably also be implented in equipment, status effects and triggers.
With a scripting language it is also easier to add multiple effects on specific things. Eg, in the current implentation, it is possible to make a potion to give HP or one that gives MP but not both. This would be different if it was done in a scripting language.
A scripting language supports if, for and while structures. This allows for unique properties that the designer could never have thought of.
If you want I can try to make some sample scripts, just to add some understanding.
The current death penalty is 50% of the gold. This means it is the most advantageous to keep a lot of crappy items with me until I need money and sell it. Worse, I need to calculate if I make enough money I will make when selling them. (and there is a general rule that people tend to hate doing calculations while playing games)
My suggestion is to change the death penalty. I suggest losing 20% gold and randomly 40% of the (non-equipped) items you carry. This means that selling items is more advantageous than keeping a lot of crappy things with you.
I think the price of potions, (and other consumables) should be decreased by 40%, to 15 gold and 60 gold. (In my opinion, they are over-prized at the moment and a chance of losing them will only make it worse).
If you don't like inheritance I'll take for another part.
It seems to be more difficult than I inmagined anyway, partly due to the difference it the enums (e.g. heroes don't take crits) and partly due to the fact that my svn is not working properly.
Completely True.
Some monsters are loners, others are team-workers, so most AI parts should be configurable. (You'll have a hard time scaring off a minotaur)
I forgot to mention that I want to make variables in the AI code. (E.g. Courage, Cooperative skills, melee-ranged preference). I hope that will improve the feel that every monster is different.
Just thought of a minor bug. When using teleport scrolls, you can get stuck (if you're dumb) by teleporting on an island or something. My question, should we do something to help those dumb players?
I find the death = death system too drastic. I haven't played diablo but needing to restart the whole game because of "yet another stupid death" seems quite annoying.
However, if you like that, nethack does it.
It would be another matter if there was a saving mechanism, or something like that. In that case it would be a good idea, that I would vote for.
My suggestion right now: Leave death penalty for the moment and change it in death = load last save when we have a decent working saving mechanism.
A working code can be found @stevenw.nl/Unit.zip, using SVN version 342, modified classes only. (Sorry, the anti-spamfilter on this forum thinks I am a spammer)
(no guarantee how long this file will stay online)
I have found some cases where inheritance will be dificult. In my suggestion, damage is calculated in the Unit class. This means.
CyberTroll said
Flare is an engine so people could do everything they want
That is a very large statement.
At this moment, item properties, triggers and powers are implemented seperately. If we could do the large task of adding a scripting language, we could merge implementations.
If you want I can try to make some sample scripts, just to add some understanding.
The current death penalty is 50% of the gold. This means it is the most advantageous to keep a lot of crappy items with me until I need money and sell it. Worse, I need to calculate if I make enough money I will make when selling them. (and there is a general rule that people tend to hate doing calculations while playing games)
My suggestion is to change the death penalty. I suggest losing 20% gold and randomly 40% of the (non-equipped) items you carry. This means that selling items is more advantageous than keeping a lot of crappy things with you.
I think the price of potions, (and other consumables) should be decreased by 40%, to 15 gold and 60 gold. (In my opinion, they are over-prized at the moment and a chance of losing them will only make it worse).
To be honest I think that a nice implemented scripting language also has many advantages.
However, it is difficult to implement. (I have no experience with implementing scripting languages).
A scripting language could be usefull if it implemented for many parts. I can think of:
Statements should be able to:
In my opinion we should probably include a scripting language, but only after we have discussed a lot about how to do it.
Steven
I will try to make a design for the new class.
Okay,
If you don't like inheritance I'll take for another part.
It seems to be more difficult than I inmagined anyway, partly due to the difference it the enums (e.g. heroes don't take crits) and partly due to the fact that my svn is not working properly.
Steven
PS: Don't worry, I don't mind (much).
1.
Teleportation scrolls, do you mean that they go over long distance? (Scroll of town portal, or something like that)
If you do so, you probably want to make multiple scrolls for different places.
2.
Burn and Ice scrolls will not be that confusing if you require lvl 3 magic for using (some) scrolls.
Pages