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#121 | |
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Angband Devteam member
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Quote:
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#122 |
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Knight
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I think there's a whole bunch of articles about various FOV/LOS algorithms over on roguebasin, too...
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You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! |
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#123 |
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Knight
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Hey, I finally got that patch queue thing (mostly) sorted out - see if you can import my changes!
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You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! |
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#124 |
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Prophet
Join Date: Dec 2009
Posts: 4,777
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Ekolis: I'll get to your pull request today, I swear. Sorry for the delays -- I've just been distracted by work and by other projects.
On a different note, I've been thinking about some of the major features that still need to be implemented, and what they're waiting on. * Melee combat: should probably wait until creatures (especially the Player) have more stats than just HP, which means it should probably wait until character generation is done. * Character generation: we can start working on this now, if we don't mind having to create a new character every time the program starts. My current thinking on this is that we should stick racial attributes into some creature records (thus, all creatures should be able to have STR, searching, magic device, etc. attributes) and class attributes into creature templates. Of course we'd have default values for the bulk of the creatures, but this leaves the door wide open for having more kinds of player race, as well as for having opponents who mimic the players' capabilities. * Affix system: should be doable now, but can't really be tested without melee and stats. * More detailed level generation: doable now. * Enemy AI: should probably wait until effects are in. However, fundamental AI like pathing and interacting with terrain can be done now. * Porting in all the different effects currently in Angband: some are doable, some aren't. For example, anything dealing with projectiles is waiting on me to finish the animation and line-drawing subsystem. Anything that detects or identifies will have to wait until we can restrict the knowledge available to the player. * And of course, eventually we'll need a system to save and load the game, which means we need to be able to (de)serialize every Thing and Container (since the Containers hold the Thing relationships). There's also lots of refinements, like ekolis's change to make item descriptions prettier, or implementing jump-to-nearest-interesting-thing in the look code, or doing the remaining work to enable macros, or adding a run button (and disturbance code)... |
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#125 |
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Angband Devteam member
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Have you thought of starting a new Pyrel To-Do List thread with this as the first post, that you can go back and update?
(Oh, and this thread is way too long now - though I would have made that suggestion even if it wasn't!)
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#126 |
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Prophet
Join Date: Dec 2009
Posts: 4,777
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A wiki post would be better, but yes, good idea. As for the thread...sigh, fine. Silly threaded-viewer user.
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#127 |
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Angband Devteam member
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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