Danimal {l Wrote}:A wizard is basically a fancy and showy ranged fighter; lets avoid guns, ok? its strange but it kinda breaks all medieval atmosphere, even if we have cannons as defenses
Danimal {l Wrote}:Archer from heroes ( maybe we should add a dark elf? we have no archer-like creature on the keeeper side) can be an example, but there is no model yet for it.
Danimal {l Wrote}:I also added gems to the TODO, they are like gold but endless, it adds some strategic deepness since you really want to be its owner and have to move fast to get to it.
Maybe a creature skill/spell system could be added as well, unlocking new attack types when reaching a given level, but without going too far, maybe?
(Atm, mana is useless for creatures.)
Please enlightmen me, how are creature stats handled?
DigRate += 4.0 * level / (level + 5.0);
DanceRate += 0.12 * level / (level + 5.0);
MoveSpeed += 0.4 / (level + 2.0);
If I add support for custom spawn pools per player/AI + spawn conditions based on the rooms existence, will those still be needed?
I would say to erase (but make a backup) all the old code, since it wanted to use an alignation algoritm that was never implemented, imo the "spawn pool/ rooms needs" system is easier, and all of those factions you see were simplified to only two (keeper and heroes).
The weapon system is interesting in theory, but how is it implemented in the game? can better weapons be produced and creatures will equip them? that would give the forge a new meaning but i see problems with weapons like staffs for mages or bows for archer, since anyone can equip them anyways?. It also worries me that most melee weapons add to a range of 4 , shouldnt it be just 1 excepting maybe pike/spears?
I dont want to impose, but an external editor for creatures def files seems like a need on the long run.[...]
The rest of the stats will need balancing for sure, no bug should have more hp than an orc.
Mana is also useless as you said, i guess skills with a cooldown is a better design choice than creating an inteligent system to tell the creatures how to spend their mana in a battle.
- While on it, prevent crashes when no weapons are attached to a creature by adding necessary checks, and prevent the memleak identified if changing the weapons after the creature creation.
- Split creatures/weapons attack/defense/range into physical and magical ones.
- Change the wall height (z) scaling to 0.5.
Ok, I'll put the walls z scaling to 0.6 and we'll see.
A Middle clic just crashed the game. It was on a dwarf warrior, not sure if that’s important.
[EDIT] A canon firing also crashes the game
Somehow it seems to still use both my cpus, is opengl threading render on its own?
There are still a glitch with walls, the one near the border have a transparent corner.
I also still see the black square on the yellow robots (the one that dig).
Claimed wall are also ugly, why are they all green?
I’m sorry I did such general comments which does not really concern your last changes, but as far as I know there is no regression.
Bertram {l Wrote}:Yep, graphics are far from perfect. The robot glitch must come from your drivers, the holes on corner are a bug in the handling of the mesh files, even if a minor one.
The tiles should be redone in a much simpler way, I like the way Danimal suggested it, btw.
Yes, it should be good to have info about the map and a preview.Bertram {l Wrote}:The filename (without the .level part) currently shown in the list box should then be replaced with the name of the map.
You are welcomeBertram {l Wrote}:hwoarangmy has already done a great piece of work there anyway and I thank him warmly for that.
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