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Messages - Faerúth

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1
Early Dev / Re: Rogue Survivor Alpha 2
« on: May 20, 2010, 07:06:32 AM »
That's really a fun game, great work  :)

One small bug I found so far: When trying to pick up an item and all inventory slots are used, the game regards the inventory as full, even if the item can be put on an existing stack (like planks).

EDIT: And a NPC just built a barricade on the tile I was standing on

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Early Dev / Re: Rogue Survivor Alpha 2
« on: May 19, 2010, 08:59:24 AM »
Hmm, I typed the code, clicked download, a new page opened and... nothing happens  ???

According to the feature list the game is awesome, but can't download it.

3
Programming / Re: Physical Combat Data
« on: April 21, 2010, 05:07:23 PM »
Thanks, dungeonmans  :)

I don't use a sharpness property for now, for the calculations I assume that the weapon is sharpened as much as possible and that the hardness of a material determines the maximal sharpness. I don't know if that is realistic, though, so there might be changes...

4
Programming / Re: Physical Combat Data
« on: April 17, 2010, 08:51:06 AM »
The system I currently use is less realistic than that of DF, it uses abstract values for material hardness and flexibility. Also the armor values are just percents of damage-reduction based on the material properties.

After a bit of playing with numbers it seems to be quite balanced. For example "a giant slab of stone with a handle" is a fairly weak weapon, because only a giant would have the power to swing it effectively  ;D
And for strenghtening materials like adamantine can use magic.

I made a diagram that shows how the weapon's mass influences the energy with which an average human would hit:

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Programming / Re: Physical Combat Data
« on: April 14, 2010, 05:23:51 PM »
Hi,
I just found a promising article about the physics of matial arts which seems to contain everything I need.
Actually, it was the first site that showed up when I googled "martial arts physics".
I'll need a dictionary for the physical terms, but it's obviously more effective not to search only for sites in one's native laguage  ::)

Thanks @ all  :D

6
Programming / Re: Physical Combat Data
« on: April 14, 2010, 02:50:36 PM »
Punch a pendulum as hard as you can. The distance that the pendulum goes up is the amount of energy that you managed to put into it.

Hmm, I don't think I have the right equipment to make such experiments with proper results, but maybe with some improvisation I could at least get inaccurate values. But I will first do a bit of research for more exact ones.

I have no such data ...

Instead of energy, I'd see damage proportional to momentum (p=mv) divided by the area of impact ... so more or less

dam ~ (m*v) / A

I use different formulas for different types of damage (blunt, cut, pierce). With adding the area component I would get only the amout of pressure, which is most important for pierce damage.
We calculated some examples in physics class once, and came to the result that a woman on high-heels produces more pressure than an elephant standing on all of his feet. But I think the elephant should inflict more damage when standing on top of you ;D
But thanks for mentioning momentum, I forgot that I need this for knock-downs  ;)

7
Programming / Physical Combat Data
« on: April 14, 2010, 07:26:58 AM »
Hello brothters and sisters of the @  :)
I am currently working on a combat system for my roguelike, Faded Prophecies, and need some help.

The game features a material system and the damage is determined by physical data like the energy of a hit and the hardness of the weapon's material. The damage calculation seems to work, but the tricky part is balancing the whole thing.

The biggest problem (at least for now) is my lack of some realistical physical data of that fighting stuff. I am mostly looking for the following:
-the velocity with which an average sword (ca 1,5kg) is swung
-the energy and velocity of an average fist strike and a kick

Has anybody an idea where I could find information like this??

8
Early Dev / Re: Faded Prophecies (Alpha)
« on: March 28, 2010, 12:52:03 PM »
Ah, ok, then the circles were cliffs, but '|' is still the wrong symbol.
You can also [l]ook at tiles to get their name.

9
Off-topic (Locked) / Re: Favorite 7DRL so far
« on: March 28, 2010, 08:08:33 AM »
I did not play much 7DRLs yet, but I really enjoyed Toby the Trapper.
The concept is innovative (I think, at least it's the first trap-laying game I played) and the difficulty level is quite good in my opinion. Some more special abilities for the enemies would be a good improvement.

10
Early Dev / Re: Faded Prophecies (Alpha)
« on: March 28, 2010, 07:53:08 AM »
Thanks for the support  :)

I like it, what are those irregular circles in the forrest made out of '|'s?
The circles are supposed to be pools of water, though on my computer it's another symbol. I think I will better use an emulated console to get sure the symbols are displayed correctly.
That would also make it possible to compile it for Linux, if I managed to install it  :P

Good stuff. Very Dwarf-Fortress inspired, I see.
Yes, DF is currently my favourite game  ;D

What are your development plans at the moment?
I plan to implement random generated quests and interesting townsfolk.
The main quest will always be about some apocalyptic ancient prophecy, side quests focus on dealing with threats like bandit camps and powerfull monsters, and maybe diplomacy between villages and religious groups.

I also intend to make social interaction with the townspeople necessary, e.g. you will have to gain the trust of an NPC before you get important quests from him.
Like in DF, all the NPCs will be unique with a simplified personality and some social relationships. You will also be able to make friends with NPCs and invite them to join your party.

But that are the long-term goals, the next things I am going to implement will be items and a meterial system, improvements for the combat and dungeons.

I hope my motivation will last that long ;D

11
Early Dev / Faded Prophecies (Alpha)
« on: March 27, 2010, 12:33:39 PM »
Hi @ all,
I am currently developing a roguelike, Faded Prophecies. It is still in a very early stage and not fun to play yet, but you can already see some of the mayor features.
Implemented so far are:
-character creation
-random map generation for the overworld
-a few monsters and a very simple AI for testing
-basic fighting (without weapons)

Controls:
[a] - attack
[k] - kick
[l] - look
[H] - heal (cheat)

Here are some screenshots:
character creation


map of the world


fighting some giant flies


And the download link: http://ul.to/j28ybw (Windows only)

Feedback about the design or bugreports are welcome  :)

12
Hi,
I am Lukas, a 19-year-old rogueliker from Germany. I program since a few years and are currently working on a roguelike, after several over-ambitious and never finished other projects  ;D

But it is likely that I can release a playable early version soon.

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