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#1 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
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I have wanted some sort of discussion forum for FA development (outside ladder dump comments ...) for ages, but not got around to doing anything about it. Looks like I was right, and the best thing was to wait for someone else to do it
![]() So anyway, here's an outline of the plan for 0.3.0:
All suggestions, complaints, opinions, abuse, etc treated with the appropriate mix of consideration, argument and sarcasm.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#2 | ||
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 47
Posts: 872
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#3 |
Swordsman
Join Date: Apr 2007
Location: Deepest, darkest Yorkshire...
Posts: 283
Donated: $20
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Themed wilderness levels sound good, as long as they'll fit. Does race rebalancing mean new ones or simply retuning existing ones?
Some new monsters/artifacts from Tolkien would be nice (like the Boldog and his spear*) - I'll keep an eye out for First Age-friendly ones... *this is assuming that he's not already in the game, at a lower depth than I've got to... S. |
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#4 |
Vanilla maintainer
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AI
OK, here's some of my ideas.
First, there's the issue of "why does everything attack the player?" It's obvious why evil things would, but I'm thinking of having two new classes of monsters (and probably trying to get pretty much every monster into one of these classes). First one is territorial monsters - largely animals. These would have an area which they would defend, but would not want to get too far away from. The second one I am tentatively calling "neutrals", and their behaviour would be more complicated. They would defend themselves if attacked (or if one of their friends is attacked), and might attack first, or might just ignore the player. All this I'm thinking would just be for wilderness - dungeons are haunts of evil things, and everything in them is affected by that (maybe monster behaviour should change when the guardian is killed, though). Should monsters ever actually help the player? Should they fight each other? I don't know, but I don't want to go down the route of pets or symbiotes. Then there's awake = aware of the player. I'm thinking of separating those two ideas; in particular, having patrolling monsters which might or might not notice the player. Unlight and superstealth could come into their own here; I'd also probably want a light-dousing mechanism. Some of this stuff may well have been done elsewhere (certainly there's some more complex monster behaviour in Un), but I'll probably try to do it from scratch.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#5 | ||
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
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I must say, one of the things I have found most frustrating is the existence of Numenorean hollow steel longbows, which would be a brilliant in-theme weapon if they weren't from the Second Age. I hope someone will read this and put them in their variant.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#6 | |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 47
Posts: 870
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#7 | |
Swordsman
Join Date: Apr 2007
Location: Calgary
Age: 34
Posts: 327
Donated: $18.32
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If so, it'd be neat to make creatures react differently depending on the player's race. eg. Elves would be generated neutral if you were an elf, but hostile if you were a dwarf, etc. Though keeping all that managable with edit files might be difficult.
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Come play Metroplexity! Un, V MX H- D c-- f- PV s- d+ P++ M+ c-- S I++ So+ B+ ac- !GHB SQ RQ+ V+ Last edited by Big Al; April 23, 2007 at 23:32. |
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#8 | ||
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 47
Posts: 872
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1. What's the point of a monster existing if its not after the player? Is it to make area of effect attack spells harder, or slow down the game play, or confuse the player? Think about the game-play implications, not just what you think is right? For instance, if you want the player to avoid casting fire ball indiscriminately, make ents, or some other guardian monster appear if they destroy enough trees. If you want to spook the player, implement Sangband's sensing monsters out of sight, and add fake 'sensing' and have a message 'Its just a rabbit', if the player detects. Otherwise you'll end up with the ToME - I killed this mold and it summoned great wyrms. Or some variation on it. Your idea about animals sounds good - it gives the player the option of running away, sufficiently far. 'Neutrals' - I need more information. 2. Secondly, once you've got the behaviour you want: How do you impart the information to the player? F.E.A.R.'s AI is particularly impressive because it tells you what the enemy is doing at all times. In fact, they 'fake AI' occasionally by having a command 'call for reinforcements' if one guys is left by himself: that does nothing. If you want neutrals, maybe replace their monster symbol with an 'N' until they attack the player. etc. Quote:
At the moment I have 'sneaky monsters' that try to avoid the player's line of sight all the time, and the pack AI. That seems enough for 'monsters that don't immediately chase the player' at the moment. Don't forget, even with an 'awake != aware of the player', as soon as the monster sees the player, they become aware of them. So from the players perspective, they'll never see an 'awake, but not aware of the player' monster. Its probably not worth spending the coding time on it... Andrew
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The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more- In UnAngband, the level dives you. ASCII Dreams: http://roguelikedeveloper.blogspot.com Unangband: http://unangband.blogspot.com |
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#9 |
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 47
Posts: 872
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Did this. The game play effect in Unangband at the moment is that some monsters NEED_LITE. If the player is not standing in a lit grid, these monsters will also have a light radius.
More to come, of course.
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The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more- In UnAngband, the level dives you. ASCII Dreams: http://roguelikedeveloper.blogspot.com Unangband: http://unangband.blogspot.com |
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#10 | |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 47
Posts: 870
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Are you forgetting telepathy...? |
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