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#11 | |
Veteran
Join Date: Sep 2010
Posts: 1,246
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Quote:
Monsters have only three new flags: FLYING, BAD_JUMPER, and PASS_VEGETATION. (Most monsters have jumping at 40%.) Making bolts and ball effects behave near platforms was tricky, with lots of special cases. And it's not always intuitive to the player what's gonna happen when you blast that fireball near a platform. I specifically designed the terrain features so that I would not need to touch the monster AI. I'm quite happy with my monsters being stupid sometimes. It actually makes terrain features more tactically interesting for the player. With richer terrain elements, AI would surely have to be tweaked. Many monsters would need their own set of monster flow rules. Andrew Doull has been doing this for a long time in UnAngband, and he claims it is actually not that hard. |
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#12 |
Rookie
Join Date: Feb 2012
Posts: 7
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Azure Dreams deals with height variance by some kind of algorithm which limits extreme changes in height so that every square can be climbed. And everyone - player character, NPC, and enemies - can jump 2 or 3 tiles vertically and 1 tile horizontally at the same height.
http://www.gamefaqs.com/ps/197339-fi...tics/faqs/3876 Read Aerostar's battle mechanics guide for more details on jumping mechanics in FFT. Though FFT isn't a roguelike, it's within batting distance of Azure Dreams. Last edited by xibalba; February 24, 2012 at 23:42. |
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#13 | |
Adept
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Quote:
http://slashware.net/blog/labs/ |
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