Recent Posts

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Design / Re: Approaching "enemy sees player"
« Last post by sokol815 on October 19, 2017, 07:20:52 PM »
I'm a fan of the pathfinding method.

You don't have to run pathfinding for every monster. You can just use Dijkstra's algorithm (http://forums.roguetemple.com/index.php?topic=3652.0) once with the player as the goal... then check the spot the monster is located at to see if they can reach the player... (you'll know this because when you instantiate dijkstra's, you give all cells a default very high value... any cell retaining the default value is unable to path to the goal) you only need to re-calculate whenever paths in the dungeon change (paths blocked, explosions open new paths) or the PC moves.

Dijkstra's maps can also be used for more complex AI interaction, as mentioned here: http://www.roguebasin.com/index.php?title=The_Incredible_Power_of_Dijkstra_Maps (Note: this article is the subject of the above roguetemple link I posted)

Good luck!
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Announcements / Re: Cogmind (now at Beta 3)
« Last post by Kyzrati on October 19, 2017, 07:24:42 AM »
Not anytime soon, no (I mentioned it in the announcement under payment options).
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Design / Re: Skill category problem
« Last post by Krice on October 19, 2017, 06:05:19 AM »
And if you think about "searching" as an action/skill to look for resources (kind of like a bushcraft skill), maybe you can use it as a general action, but that its outcome is affected by PER(ception) stat, since rangers and bushcrafters are so good at perception

That's true, might be a better way to do searching.
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Design / Re: I need opinion on this map design
« Last post by Krice on October 19, 2017, 05:59:11 AM »
It looks a bit generic and featureless. I think a spaceship should have some kind of plan with rooms and areas that have a purpose. It's a difficult thing to do for sure and it's not that bad to use "generic" style, because the game is so much more than just the level design.
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The Roguebasin / Planned maintenance 23rd of October 2017 01:00-05:30 CET
« Last post by britzl on October 19, 2017, 04:28:51 AM »
I got an e-mail from the hosting provider where Roguebasin resides. They will do a massive network upgrade on the 23rd of October, starting at 01:00 CET with a planned finish no later than 05:30. Access to Roguebasin will likely be affected during those hours.
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Announcements / Re: Cogmind (now at Beta 3)
« Last post by Legend on October 19, 2017, 12:17:17 AM »
Any chance it will be hitting GOG too?
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Design / Re: I need opinion on this map design
« Last post by SomeGuy on October 18, 2017, 09:12:13 PM »
It looks really nice, especially as *idea*, I'd like to know more about implementation of that map generation. Although, it would benefit of more chunks of map - it looks strangely repetitive at the borders of the map. The problem is, it doesn't look like spaceship interior at all. Too messy, too... unstructured. Would work great as as *mine-like* levels, thought.

I changed it a bit: made more wide corridors. Made more rooms. Reduced the "messy" feeling a bit.

Also, I should post before an image with the real fov and colours, because yes, that first image looks awful.
Anyway, this is how the player could see it already in-game:

Here with original wall style


Here with a different style:


Both images use the same algorythm, but different wall style.
Opinions?
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Design / Re: I need opinion on this map design
« Last post by Avagart on October 18, 2017, 06:23:10 PM »
It looks really nice, especially as *idea*, I'd like to know more about implementation of that map generation. Although, it would benefit of more chunks of map - it looks strangely repetitive at the borders of the map. The problem is, it doesn't look like spaceship interior at all. Too messy, too... unstructured. Would work great as as *mine-like* levels, thought.
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Hot! Plans for the next year!

* [UI] This is a big one. We are breaking through the eternal 80x25 characters barrier! The game window will be resizable and dungeon level viewport will be scrollable. Help needed, including brainstorming. In particular, I have no idea whether the view should always centre on the squad leader or only until any area outside the level is visible or yet something different, e.g., auto-scrolling so that the messages that overlap viewport from the top don't obscure the leader. See. https://github.com/LambdaHack/LambdaHack/issues/22
* [Gameplay] As soon as this is implemented, levels will have awesomely different sizes! But then we suddenly don't know how to align them vertically and it matters, because a single staircase is located at the same position on each level it passes through and so the relative distance of staircases needs to be preserved (even if we rotate levels, which I don't think we are loony enough to implement). Assuming there are no story-wise constraints, should the levels just align with their geometrical centres or is it too boring? Or top-left corner? Or centre of the top line? Also, what to do if a staircase passes through a void outside the level? See https://github.com/LambdaHack/LambdaHack/issues/115


News! (Also Hot)

* [Engine] Veronika Romashkina have just overhauled and sanitized our commandline support, using the optparse-applicative library. Commandline messages now look much spiffier and adding new options for testing and debugging will now be a breeze.
* [Engine] We switched to a new notation for specifying dice rolls in content. Where before you'd write "3 * d 4 - 2 |*| 5" now you enter "(3 `d` 4 - 2) * 5". BTW, it's just pure Haskell (hence the backquotes for infix function application) so you can include arbitrary expressions. e.g., to make sure that when you change base die for a weapon it changes for all weapons of the same class. If you are writing your own game or modding an existing one, please switch to the current master branch and write your dice in the new format to save your effort. Let me know and I will speed up 0.7.0.0 release so that you can get your game/mod out without delay.

Keep the feedback coming! Cheers!
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Announcements / Re: Dungeonmans (now at Horseless Headsmans 2017)$
« Last post by getter77 on October 18, 2017, 01:00:00 PM »
Horseless Headsmans 2017 Update   8)


Quote
The Horseless Headsman Returns!
He's back (or maybe he never left) and there's a little something new this year. Spooky Adventure Maps will drop during the season, leading to all new dungeon types with new boss encounters. You can also collect Rare Mostlies, pets with unique names and a full set of class powers that have no time limit and hop back into your inventory when you change areas.

Line of Sight Improvements
Targeting powers and ranged attacks should cleaner and make more sense. Bugs that occasionally let one target see another but not vice versa have been fixed. Note that there still may be situations where you can't see a monster but they can see you, it's just that those situations won't be based on wonky LOS calculations.

Redistribution of Health
    No longer targets enemies out of LOS
    Improved audio/visual effects
    Will sum all the health leeched and lost before applying it to the caster

Combat Changes
    Wizard staves can now parry, Fists cannot.
    Dungeon Dervish powers can no longer be used with fists, and require a 1H weapon in each hand.
    Debug code that allowed anyone to always equip staff + 1h was still lingering in the game. Whoops. It is gone now.
    Many delayed attacks -- attacks that happened as part of animations during a special power -- were NOT using the offhand. They are now.
    Most status effects that require armor will go away when you change out a piece of armor, even if they are the same type.

Bug Fixes/QoL
    Scrolls of Armor Ascension now properly deliver top-shelf armor mods.
    UI Fix: clicking on consumables in hotbars while the Use Item window is open won't toss your items in the trash.
    Status Effect display should be a little more responsive when removing effects.
    The "Belt" slot, that little box in the bottom right, no longer accepts any items. It will again soon!
    Deep Rolled the Thunder is no longer usable in the Overworld.
    Certain legendary items that weren't showing up in the Armor tab will do so now.
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