its just that i would prefer having the rooms fully reworked before moving to something else and leaving half finished work.
In the essence, I guess we agree.
But its not something to be overabused, it can get boring having to babysit creatures just to get another one, the idea is that all of them are expendable.
I, for one, liked the fact that we, devs, provide features with some thorough tests on our own of course, and that you, Danimal, acts as the Great Keeper of the Player's point of view and balance things. So I'd say, let's add the feature, (it's "just" plain core logic), letting you able to tweak the spawn conditions, just like you tweaked the creatures scales and stats already.
Now, for our latest cat's requests:
I like the creatures synergy, but not the exclusion. If two creatures dont like their species it should just be a minus to their total mood, so if conditions in the dungeon decrease overall (no money, no food...) they will be more prone to go rogue on the spot.
If I merge all latest comments as workable data, would this do, for instance? (Don't mind the example values too much, but rather their format and what's overall introduced.)
Creatures will have a new mood stat that starts at 100, and moves up/down according to the drowsiness, number of other creatures, (Recomputed each time a creature in the team spawns or dies), hp, or gold amount.
When reaching 0, the creature will start fighting other creatures it dislikes, or flee when seeing other enemy creatures. When it sleeps, it can go back up to 50 max.
And the new creatures.def format:
- {l Code}: {l Select All Code}
[Creature]
[Stats]
# <className> <creatureJob> <meshName> <bedMeshName> <bedDim1> <bedDim2> <scaleX> <scaleY> <scaleZ> <hp/level> <mana/level> <maxHP> <maxMana> <sightRadius> <digRate> <danceRate> <moveSpeed> <TilePassability>
Wyvern WeakFighter Wyvern.mesh Bed 2 2 0.35 0.35 0.35 2 2 60 60 15 0 0 1.5 flyableTile
# Note: ^ will have to be added:
# initial attack, initial defence, initial Magical Attack, initial magical def, initial level
# atk / level, def /level, MAtk / level, MDef / level, max level
# starting-equipment name <-- To be taken from an equipment list in a config file.
# Water and lava tile walkability has to be added separately (keeping the flyable tile for flying creatures)
# Note bis:
# A new material parameter will have to added, so we can easily override the material name used for the creature.
[/Stats]
# MP will be dropped in favour of a Skill parameter with a skill name taken from a config file listing their effects.
# Here will be listed the creature's skills and its own cooldowns.
[Skills]
# <Skill name> <Cool down in milliseconds>
FireBall 8000
Heal 25000
[/Skills]
[SpawnConditions]
# Room: <RoomName> <Active spots needed to spawn>
Room: Library 3
Room: TrainingHall 1
# Weapon: <WeaponName>
Weapon: Shield
#Gold: <Minimum gold to attract>
Gold: 5000
# Creature: <CreatureName> <Mood modifier>
CreatureMood: Dwarf1 -5
CreatureMood: PitDemon 10
# GoldMood: <Minimum Gold to not apply> <Mood modifier>
GoldMood: 1000 -5
[/SpawnConditions]
[/Creature]
What do you think?
Regards,