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Topics - luctius

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1
Design / Quack Potions
« on: February 24, 2015, 04:20:16 PM »
Hey there.

I'm making a roguelike based on the Warhammer Fantasy Roleplay systems, a gritty , low-magic setting.

When researching about the identification sub-game, and a lot of people don't really like it or think it is often badly implemented.

Now, one of the things in WFRP2 was that certain potions could have side effects or wouldn't work at all. What if instead of having
to identify potions, the game would assign a random side effect to the potion. This could be a good effect, a bad effect or no effect
at all, maybe even depending on the quality of the potion. In addition, a potion would provide a couple of sips instead of just one.

Thus the first draught of healing would have no additional effect, while the second would drain your stats for a while, while a
potion of poison would have a minor curing effect as side-effect.

Finally, you could have a skill as Apothecary for example which would have a chance of identifying the side-effect of the potion before use.

Do you guys like this idea, and what would some caveats be, and are there examples of rogue-likes where something like this has already been done?

2
Traditional Roguelikes (Turn-based) / warp rogue source
« on: March 26, 2014, 09:45:05 PM »
Heya,

I am trying to find the source code of warp rogue. I know I had it once upon a
time, but now it seems it disapeared from the internet. Anyone who happens to
have it catching dust?

Luctius

3
Programming / targetting line
« on: March 26, 2014, 12:56:59 PM »
Hello all,

I'm creating a roguelike (as are we all I guess), which will have a lot of range combat.
Thing is, I'm trying to create a targeting line / projectile path, which seems pretty simple,
and I'm getting stuck creating one which matches the fov strategies.

The problem is, given a fov algorithm all the points in sight should be target-able. However
if I'm using Bresenham's algorithm, creating a line from a to b might fail due to obstacles,
but the line to c does go through point b.

Any suggestions on how to create such a targeting line.

For example:
The fov code finds B (anc C) from @, but my los does not.

Code: [Select]
@ . . . . . . . . .
 . . . ### B . . C

The reason I'm trying this approach is because I'm fiddling with different fov
strategies and not all of them provide an easy method of los. So my idea is
to give the fov code precedence in deciding if something is target-able, by
how do I extract  a nice projectile path out of it.

I have also looked at the digital lines strategy suggested at roguebasin,
but I do not have a good feeling how I should implement that. Any
suggestions on that would also be welcome.

Maybe I'm using a completely wrong approach here, but Im pretty stuck :S.

I am using plain old C, and am fiddling with both libfov and the digital fov
code used in kusumo.

Edit:
What I have now, is I use the los code of the digital fov, check which grid spaces
are touched, and then back-trace to get the targeting line suitable for that fov.
However, knowing that is can be seen, it seems like a lot of code to get the
targeting line...

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