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#1 | |
Swordsman
Join Date: May 2007
Posts: 289
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My variant development journal
So, I got started on my variant. Since there's a lot of thought going on about the project, and a lot of ideas that it would be nice to get some comments on, it seemed best to me to start a thread to contain the discussion, instead of spreading it out. Well, enough rambling about that, on the first subject.
Name All projects need a name, but unfortunately the name is usually not clear from the beginning. Well, since I had to pick something I choose to name the svn tree iBand. A suitable name, since it doesn't sound too lame, and has to be replaced before the first release. Setting Custom. I will move away from anything that has copyright issues, and try make something original. The Tolkien stuff will be removed gradually. Races This one is tricky, I want to avoid stock D&D races and furries, while not being limited humans. The Half-anything races will be axed first, since they annoy me. GPL & dual licensing Luckily the Sangband code is nearly completely dual-licensed. Fortunately the issue was clearly described in an e-mail from Leon: Quote:
At least the X11 and Xaw ports will be axed, so the only missing person is Eric Bock. Fortunately his contributions are clearly described so they can be axed if necessary. But, hopefully someone knows how to contact him or he shows up some day. Stats I will get rid of the 18/XX notation, now that there's no conservative maintainer that can stop me. ![]() However the number of stats, that's another issue. I have thought about everything from 3 to 7 stats. There's two issues here really: 1. Charisma has to either be made useful or go. I'm considering the idea of adding some kind of charm effect/skill to make it useful. (As has been done in other variants.) 2. Wisdom & Intellect, in most cases you need one, but not the other one. I'm think I'd either takes a WoW approach of Spirit & Int or makes Wis handle spells, while Int handles rogue and crafting skills. Whew! Glad to get that out and off my brain. Time to go back to coding. |
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#2 | ||
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 54
Posts: 7,862
Donated: $60
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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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#3 | |
Swordsman
Join Date: May 2007
Posts: 289
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Onward to todays thoughts: C++ I have a long time been an advocate for using C++ in *bands. Today I converted the program to be in C++ and added the first class. The good thing a about a C to C++ conversion is that it can be done gradually. For others seeking to make their programs use objects I would recommend to start with the small stuff, taking a bottom up approach. Starting with a large struct could easily lead to a mess that would take forever to clear up. CMake I don't like having to keep track of dependencies manually, and using GNU Autohell is worse. So I made the same decision as KDE an use CMake to create makefiles. More on stats I converted the stats to use a natural notation (..., 18, 19, 20, ...). Was saved the hassle of creating a converter by doing it right from the start. Still there's more to do with stats. For example, I would prefer the stats to have a linear instead of exponential behavior. Also, one stat consists of several values (birth, current, max, ...), so a stat should probably be a class. Finally, I noticed 18 + 100, the natural stat maximum, hardcoded in several places in the code, so I added a STAT_MAX constant. |
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#4 |
Swordsman
Join Date: May 2007
Posts: 289
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Elements and resistances
Some thoughts: - What's an element should be defined clearly. - Resists needs to be made numerical in some way, except for fear, blind and confusion. - Dark and Nether should be merged. - Shards shouldn't have a resist, AC should reduce shard damage instead. - Nexus, Chaos and probably Disenchant will be toned down or removed. This isn't Warhammer. The stat-shuffling part of nexus is already removed. - Most of the very exotic, non-resisted elements will be removed (Gravity, Time, Inertia, ...), at least as direct damage. - In most other variants I would remove them directly, but it seems like S has most spells associated with an element. For example all teleportation seems to be nexus. C++ effort I added a stat class today. Stat-shuffling was removed in this process. For now it only covers the old stat_birth, stat_max and stat_cur variables and STAT_MAX and STAT_MIN constants. I haven't decided if adding stat_use, stat_ind and stat_add variables and the tables to the class is useful or not. |
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#5 | ||
Rookie
Join Date: Feb 2008
Posts: 19
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What I would suggest is a few levels of resistance like Weak Resistance Medium Resistance Good Resistance Immunity Last edited by xxitheworld; March 18, 2008 at 02:29. |
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#6 | ||
Knight
Join Date: Apr 2007
Posts: 590
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#7 | |
Swordsman
Join Date: May 2007
Posts: 289
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Thanks for the comments they really stimulated my thoughts on the issues.
Quote:
What it really brought to mind was the difference on how we think about the breaths and their elements. You think about secondary effects, I think about source of the damage. Breaths, elements and resists - It seems like there are two ways, at least, on how a resist can be considered. Either you resist the magic that causes the effect or you resist the effect itself. This is something I have to think about some more. - I might keep nexus in some form, now that I have removed what I hated most about it. - Chaos has to go as a damage source, and what isn't damage about it fits under confusion. It's about the character, not the gear Expect that it will become more important how you build your character and less important what gear you have. Stat potions will be removed, and replaced with stat points gained by experience. Exp draining will probably be replaced by stat draining. The skill system will also get a major overhaul at some point. Stats The question that troubles me about stats at this point is what's the bottom? How far down should a stat be drainable and what should the effects at the lowest point be? For example: the jump from -5 to you are disabled/dead as you go from 1 to 0 in the d20 system doesn't make sense to me. A solution would be to allow stats to go into the negative as far as data type restraints allows, but then it doesn't make sense that 10 and not 0 is the normal baseline. |
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#8 |
Knight
Join Date: Jan 2008
Posts: 526
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There's always retro-futurism; add in aspects of technology that you like, whatever that may be, while leaving out troublesome things like guns.
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#9 | |
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 45
Posts: 872
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Quote:
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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#10 | |
Swordsman
Join Date: May 2007
Posts: 289
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Quote:
Maybe a mix of Fantasy, Steampunk and Alien, but then I have to avoid making it too close to Steamband. On the coding front, I have now converted both skill structs to classes. What I'm now pondering is the oaths. Which are a kind of pseudo character-classes in Sangband. I don't like them, and will probably remove them, unless someone have a good argument for keeping them. (That they disallow a character from mastering everything isn't a good argument.) Maybe if they were changed so they more about granting extra powers, and less about restricting skill access? |
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