Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Development

Reply
 
Thread Tools Display Modes
Old April 23, 2015, 20:18   #701
buzzkill
Prophet
 
buzzkill's Avatar
 
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
buzzkill is on a distinguished road
Quote:
Originally Posted by Nick View Post
This is a very rough and incomplete working plan from our devteam meeting last October:
Regarding AI. As I understand it, currently all enemies use pretty much an identical AI routine (cast spell or advance or attack, then flee or die). Any chance that (after the restructure) one might lay the groundwork for individual monster AI, stored in an external, user editable file. In this way monsters could truly behave differently, rather than just having different stats and abilities.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.
buzzkill is offline   Reply With Quote
Old April 23, 2015, 22:04   #702
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 53
Posts: 7,590
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by buzzkill View Post
Regarding AI. As I understand it, currently all enemies use pretty much an identical AI routine (cast spell or advance or attack, then flee or die). Any chance that (after the restructure) one might lay the groundwork for individual monster AI, stored in an external, user editable file. In this way monsters could truly behave differently, rather than just having different stats and abilities.
That's a really good question. I was assuming that any AI difference between monsters would be based on monster base type, or possibly flags in monster.txt. A couple of first thoughts:
  • In a game like Angband with so many encounters, you need not to make every battle epic, so the aim would be to have differing AI only really matter in close battles.
  • You can already essentially see some AI difference between monsters with and without random movement.

The idea of an edit file specifically controlling AI fits very well with the general theme of pushing stuff out to edit files, too. Now you've distracted me...
__________________
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
Nick is offline   Reply With Quote
Old April 23, 2015, 22:49   #703
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 8,776
Derakon is on a distinguished road
Quote:
Originally Posted by Nick View Post
That's a really good question. I was assuming that any AI difference between monsters would be based on monster base type, or possibly flags in monster.txt. A couple of first thoughts:
  • In a game like Angband with so many encounters, you need not to make every battle epic, so the aim would be to have differing AI only really matter in close battles.
  • You can already essentially see some AI difference between monsters with and without random movement.
I don't think the goal is necessarily to make every battle epic as it is to make every battle different. There are plenty of "stupid" AIs that could interact together in interesting ways. You could have e.g. a stationary construct that would fire a powerful elemental blast every 10 turns -- very predictable, no real threat on its own, but if you're being harrassed by other enemies then the added pressure to stay "in cover" away from the construct creates some interesting scenarios.

I'm not sure how much of this is feasible to implement as edit file flags, though.
Derakon is offline   Reply With Quote
Old April 26, 2015, 18:35   #704
Shockbolt
Knight
 
Shockbolt's Avatar
 
Join Date: Jan 2011
Location: Norway
Posts: 632
Shockbolt is on a distinguished road
Send a message via MSN to Shockbolt
Quote:
Originally Posted by Nick View Post
There's actually already a tiny bit of new terrain (lava and a new type of rubble) already in 4.0. I intend to keep Angband's current straightforward, uncluttered dungeon style, so there probably won't be a lot of new terrain.

Graphically in the future we probably have changes to traps, a bit more new terrain, and likely new monsters and objects. So just about anything is possible
Would the lava terrain be a single tile type, or come with the possibility to add it in as a 13 piece tileset? (all 9 outer edges, center, 4 inner edges)?
__________________
http://www.rpgartkits.com/
Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.
Shockbolt is offline   Reply With Quote
Old April 26, 2015, 21:50   #705
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 53
Posts: 7,590
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Shockbolt View Post
Would the lava terrain be a single tile type, or come with the possibility to add it in as a 13 piece tileset? (all 9 outer edges, center, 4 inner edges)?
At this stage I don't think we've worked out how to use anything but single tile for terrain. Is some of your recent batch designed for a 13 piece tileset, and how does that work?
__________________
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
Nick is offline   Reply With Quote
Old April 27, 2015, 15:38   #706
Shockbolt
Knight
 
Shockbolt's Avatar
 
Join Date: Jan 2011
Location: Norway
Posts: 632
Shockbolt is on a distinguished road
Send a message via MSN to Shockbolt
Using 13 tiles to create bodies of lava, instead of using a single tile that has either floor edges with a lava pool in the middle, or no edges at all:

Rough example, the 13 tiles used are seen to the top right, grid added here to easily spot how the tiles are connected:



Looking like this in game:



This could be used for many types of terrain such as dirt, rubble, water, acid, worms, mold, moss etc
__________________
http://www.rpgartkits.com/
Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

Last edited by Shockbolt; April 27, 2015 at 15:49.
Shockbolt is offline   Reply With Quote
Old April 27, 2015, 18:21   #707
Ingwe Ingweron
Veteran
 
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 1,733
Ingwe Ingweron is on a distinguished road
I've been playing in ASCII mode for so long now, but these tiles are so beautiful! I think I have to change and start using them, once the restructure is done and they work for Angband 4.0.
Ingwe Ingweron is offline   Reply With Quote
Old April 27, 2015, 22:10   #708
Shockbolt
Knight
 
Shockbolt's Avatar
 
Join Date: Jan 2011
Location: Norway
Posts: 632
Shockbolt is on a distinguished road
Send a message via MSN to Shockbolt
Quote:
Originally Posted by Ingwe Ingweron View Post
I've been playing in ASCII mode for so long now, but these tiles are so beautiful! I think I have to change and start using them, once the restructure is done and they work for Angband 4.0.
Now we need the 13 tiles tileset for the new version Nick
__________________
http://www.rpgartkits.com/
Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.
Shockbolt is offline   Reply With Quote
Old April 27, 2015, 22:53   #709
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 53
Posts: 7,590
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Shockbolt View Post
Now we need the 13 tiles tileset for the new version Nick
Yeah...

We currently don't have the logic to pick the right one. In fact calling the code that handles big tiles "logic" is high praise - it's a hack by me of a hack by Andrew Doull of the original hackish double width tile code, mercifully cleaned up by some people who knew what they were doing.

At this point, unless someone comes up with a magical patch, I don't think we'd be hoping to get it in to 4.0. Well not 4.0.0, anyway. And I'm not promising anything.

They really are very pretty though
__________________
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
Nick is offline   Reply With Quote
Old April 28, 2015, 03:44   #710
nppangband
NPPAngband Maintainer
 
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
nppangband is on a distinguished road
Quote:
Originally Posted by Shockbolt View Post

Rough example, the 13 tiles used are seen to the top right, grid added here to easily spot how the tiles are connected:
Looks great. Actually, with the ability to rotate the tiles, you would only need 4 of them
__________________
NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57
nppangband is offline   Reply With Quote
Reply

Tags
angband, graphic, graphics, tileset


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
OSX Tileset help? ZorroRoaster Variants 1 March 31, 2009 00:09
Tileset formats? caduceus Vanilla 8 April 23, 2008 23:44


All times are GMT +1. The time now is 04:44.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.