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Messages - jasonpickering

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16
Programming / Re: Monster generation
« on: January 25, 2014, 02:21:05 AM »
that's the gist of it. Although each monster has a 10% chance of being a special monster (which is just an upgraded version of the regular monster.  I might increase that chance with the depth. (10 + Depth * 2) so harder monsters show up more. As for the total number of monsters is just 4 + depth/4. so every 4 floors more monsters are spawned. That table is pretty accurate though.

17
Programming / Re: Monster generation
« on: January 22, 2014, 09:40:52 PM »
typing it all in wasn't bad. I planned out all the level stuff in a spreadsheet and then typed it out. Originally I actually used Strings instead of numbers. That was a mistake. My first floor was:

case 1:    { Monster_Array = ["Slime", "Slime", "Slime", "Large Fire", "Eye"] }; break;

It ended up being way to much work, so I dropped it to a simple integer. Way easier to work with. I also started with less enemies and added them slowly so it took a bit to type in. To add a monster I just select one randomly from the array and remove it, and The monster count is always less then the total array length. so My first level has 4 guys, it will never have more then 4 slimes.

18
Programming / Re: Monster generation
« on: January 22, 2014, 06:42:49 PM »
works pretty well at giving me a good range of guys. The more monsters in the larger arrays give a decent variety. I also added a special enemy system. Each spawned enemy has a chance of being a special type of that enemy.

19
Programming / Re: Monster generation
« on: January 22, 2014, 03:55:43 PM »
So I had some special requirements for this, because it was being used for my game MicRogue. I wanted it so Enemies were never removed from the spawn list, so there was always a chance to spawn, but also that there needed to be a good variety of enemies in a level, because the game is very boring when all the enemies are the same. I ended up just going with a simple switch and an enemy array. Its probably not the most elegant way, but its easy to change and add monsters and it was quick to code.

// Create the Monster Array
var Monster_Array:Array = []
         
// 1 = Slime
// 2 = Large Fire
// 3 = Skeleton Warrior
// 4 = Demon
// 5 = Eye
// 6 = Ninja
// 7 = Cockatrice
         
switch (Floor)
{
   case 1:    { Monster_Array = [1, 1, 1, 2, 5] }; break;
   case 2:    { Monster_Array = [1, 1, 1, 2, 5] }; break;
   case 3:    { Monster_Array = [1, 1, 1, 2, 2, 3, 4, 5] }; break;
   case 4:    { Monster_Array = [1, 1, 2, 2, 3, 4, 5, 5, 6] }; break;
   case 5:    { Monster_Array = [1, 1, 2, 2, 3, 4, 5, 5, 6, 7] }; break;
   case 6:    { Monster_Array = [1, 1, 2, 2, 2, 3, 4, 5, 5, 6, 7] }; break;
   case 7:    { Monster_Array = [1, 2, 2, 2, 3, 3, 4, 4, 5, 5, 6, 7] }; break;   
   case 8:    { Monster_Array = [1, 2, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7] }; break;
   case 9:    { Monster_Array = [1, 2, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7] }; break;
   case 10:   { Monster_Array = [1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7] }; break;
}

20
Programming / Re: Monster generation
« on: January 19, 2014, 01:41:14 PM »
that sounds good, but i wonder if perhaps my original way of just building an array for each level might have been the easiest way to go. It would take up some room, but as opposed to doing the equation to figure out how to have 3 slimes on levels 1-3 then 2 for 4-5 then 1 for the rest of the levels, it would be a bit faster.

21
Programming / Re: Monster generation
« on: January 19, 2014, 01:54:08 AM »
so Quendus. You still end up with an array to select from, but where I was setting the array for each level, you are using a quick formula to decide?

22
Programming / Re: Monster generation
« on: January 18, 2014, 12:32:16 AM »
One thing I have noticed is its hard to have rare monsters. with the RNG its possible to have a level with all the same enemy, and the different enemies is what my game hinges on. I might have to continue playing with this. Or go back to my original idea of the array with enemies in it I am removing after they are picked.  :-\

23
Programming / Re: Monster generation
« on: January 17, 2014, 03:06:53 AM »
Oh also instead of using a d20 for this, you could use 2d10. It would give you a nice bellcurve that would move along the table.

24
Programming / Re: Monster generation
« on: January 17, 2014, 02:57:20 AM »
man that is a lot of info to absorb.

I like the simplicity of the dice tables from D&D which I had completely forgotten about. I am reworking it a bit to get a better distribution of characters throughout the 10 levels I am trying. currently my table looks like this:

Roll 1-7 (plus depth) Max Depth = 10
-2-5      = Slime
-6-9      = Demon
-10-13  = Fire Elemental
-14- 17 = Wolf

It needs to have a few more monsters and I need to get a bit better distribution so I can have like about 3 different monsters per floor. I think I am going to need to expand out the roll and that should fix it. the hard part now is balancing the enemies to get a good difficulty curve.

25
Programming / Re: Monster generation
« on: January 13, 2014, 04:06:16 AM »
So I always see that people say like there us an 80% chance if spawning how does that actually work? Is each monster just given a percentage to show up but what does a person actually do to figure that out? Do they fill an array? I guess I am more wondering the actual logic then the code. I like the idea of monster difficulty.nyou could almost do it like a level has a budget of monster levels.

26
Programming / Monster generation
« on: January 12, 2014, 05:44:29 PM »
So I migh have asked this before, but how do you guys usually go about deciding monsters for a level?

Right now I build an array of all the possible monsters but the problem is that I need to set how many times the monster shows up in the array in each level meaning I need to have a monster probability for each monster for each floor. Do you guys do it a different way?

27
Programming / Randomization in Combat
« on: November 14, 2013, 11:25:19 PM »
Hey guy so I am thinking about different ways to do whether a hit is a hit or not. I wanted to do something with a bit of random chance instead of doing deterministic like I usually do. One of the ideas I had was a dice based system like in boardgames. I actually wanted to show the dice, but it might slow down combat a bit much. I could also do a simple thing like a regular dice with an added bonus. I just want to show the player their chances and I want all equipment to add bonuses to that, but a simple +1 can be a bit boring. Any ideas?

28
Early Dev / Re: Microgue (Updated 9/7)
« on: September 29, 2013, 01:56:42 AM »
hey guys. So moving on to the next big thing I wanted to add and that's special death messages. these are usually just some flavor text for the player. Couple examples are


Rat - "You are not match for my overly large rodents"
Fire - "To hot for ya"
Eye - "I bet you did not see that coming"
Yeti - "Getting cold. better grab some mittens"
Slime - "Indescribable, Indestructible, Nothing can stop it"
Statue - "You fell for the old magic statue trick. Classic!"

if you an thing of any others feel free to drop them here. I need stuff for:

Spikes, Walls, Statues, Rats, Skeletons, Fire, Eyes, Slimes, Snails, Yetis, Liches, Witches, Demons, Dragons, and Ninjas.

29
Early Dev / Re: Microgue (Updated 9/7)
« on: September 27, 2013, 03:04:34 AM »
Man, Erik That is a lot of info to parse. anyways here is the new stuff

- Eyes do appear along side giant eyes now, but in a limited capacity
- Skeletons moving left was a bug, which I think I squashed.
- bug in the last version. Infernus can also be spawned into the game now, no need to have to small fire guys.
- Freeze now kills small fire guys, and converts large fire guys into small fire guys.
- Snail is now unkillable every other turn when not moving they hide in their shells
- Since the spike warning is in, Spikes can now actually go at different times
- increased monster count and monster CR level requirements.

started working on special rooms, The code to select special rooms is in and working (Special rooms are a 1 in 100 chance now because they are somewhat broken). Next up is setting it so monsters are weighted to be more abundant in special rooms. the first special room will be the fire room. a large fireball trap is in the center of the room, and the room will be weighted to have more fire enemies. they will be immune and smaller fires will become large ones when hit.

still thinking about the unlocks. I like the idea of adding one enemy at each unlock, but like you said for example when the slimes are added there is no real difference.

30
Early Dev / Re: Microgue (Updated 9/7)
« on: September 20, 2013, 03:05:56 AM »
so i figured out a way to do the walls. I remembered the zelda game for the gameboy (Links Awakening) had a great mechanic of blocks going up and down. so I tried doing sprites similar to that and it works great. the only problem at the minute is trying to figure out a way to show that the wall is about to change. i was thinking maybe putting a run on it or something that lights up. any ideas?

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