Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > The real world > Idle chatter

Reply
 
Thread Tools Display Modes
Old February 19, 2012, 18:03   #11
Mikko Lehtinen
Veteran
 
Join Date: Sep 2010
Posts: 1,246
Mikko Lehtinen is on a distinguished road
Quote:
Originally Posted by Derakon View Post
* Units will need different capabilities when it comes to traversing the terrain. Snakes should probably not be able to just jump up over a short cliff, but they might be able to climb its side.
* Testing for line-of-sight becomes more complicated.
* Area-of-effect spells should probably also be tweaked, since presumably they aren't all going to be lightning bolts out of the heavens.
With my small set of terrain features I managed with a very reasonable amount of changes.

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.
Mikko Lehtinen is offline   Reply With Quote
Old February 21, 2012, 19:59   #12
xibalba
Rookie
 
Join Date: Feb 2012
Posts: 7
xibalba is on a distinguished road
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.
xibalba is offline   Reply With Quote
Old February 22, 2012, 12:41   #13
getter77
Adept
 
Join Date: Dec 2009
Location: GA, USA
Age: 38
Posts: 240
getter77 is on a distinguished road
Send a message via AIM to getter77 Send a message via MSN to getter77 Send a message via Yahoo to getter77
Quote:
Originally Posted by Derakon View Post
I've thought about trying to make a roguelike with height variance in the tiles.

And so on...
Castlevania RL manages height variance relatively well with platforming, stair mechanics, etc. More is needed in terms of letting the player better determine effectiveness of doing various things with respect to height tolerance and such, but hey.

http://slashware.net/blog/labs/
getter77 is offline   Reply With Quote
Reply


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
Making levels interesting without just adding more loot EpicMan Development 26 July 6, 2011 21:29
Adding a new shop to Angband 3.1.1 Kyle Development 9 October 30, 2010 20:56
Adding Fonts? (X11 version) danaris Vanilla 8 March 17, 2010 18:12
Roguelike Phylogeny Zappa Vanilla 5 August 14, 2009 22:32
Adding Effects to Angband PaulBlay Development 0 March 28, 2009 12:08


All times are GMT +1. The time now is 19:27.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.