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Messages - King Ink

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Programming / Re: Leveling/Experience
« on: October 14, 2013, 09:23:50 PM »
New idea on leveling.
1) Folks like an easy way to describe their characters. levels are great at doing this.
2) my tiny simulationist heart hates exp and step-wise functions.


in the background run 1000 fights between you and the big bad.
your level is the number of times you win /10.
smooth growth with signposts.

Programming / Re: Leveling/Experience
« on: October 14, 2013, 12:11:06 PM »
I personally hate how in real life the only way to get better at something is to do it over and over
it is unrealistic and un-fun. Who ever designed this system should look at the failures of some elder scroll game I have never played.

personally I find leveling distracting <meaning DND style you just went up a level business>
"the you kill a goblin and now you can cast spells business" leads to a different kind of grinding.

but either system can be designed to make sure that fun stuff advances skills.
for you learn when you do systems My learn from failure fix.
So you can't become a sword master by killing 1000 rats but have to seek out stronger and stronger opponents to get better.

for step-wise leveling Laurence Brothers fixes it up in Omega (the best game ever) exp thresholds give you stats guild ranks give you spells and goodies(but you have to go to the guilds to get them).

Programming / Re: Leveling/Experience
« on: October 12, 2013, 03:43:10 PM »
The solution to the jumping in the woods "problem" is to only give a chance to get better at a skill when you fail at the skill.

also I would like to revive the old nethack saw "the punishment for pudding farming is pudding farming".

Programming / Re: Leveling/Experience
« on: October 11, 2013, 09:56:15 PM »
Skill based progression can work, but it is tricky in cases to avoid grinding via intentionally odd behavior as well as trying to balance how things will work out with rarely used skills when you need them to work as almost always winds up happening.

In real life grinding is called training and studying. (and can be very boring in a game but it can also be argued that training is embedded in every game. )

I think a good mechanic is that one level in an obscure talent is as powerful as 5 levels of a common one.

Programming / Re: Basic game programming concepts
« on: October 11, 2013, 04:25:20 PM »
show-off  ;D

Programming / Re: Leveling/Experience
« on: October 11, 2013, 04:24:00 PM »
What about skill based progression no leveling but you get better at skills you use.
ala runequest?

that is my favorite.

thank you.
time, eating rotten food, vomiting from eating rotten food and crapping yourself.
I did not test for difficulty at all I assume you just do a little dancing to get rid of rats and find stairs.

Programming / Re: Picking up monsters
« on: October 10, 2013, 12:48:38 PM »
What was that 7DRL where everything was derived of one class. So you could, like, wear a sword and throw a scroll and what not? Well of Enchantment? That can't be it...

I am playing with the idea of letting folks wear what ever they want but wearing a sword as a hat may cause your hat to fall off all the time.

I fixed the 8 and 2 swap.
and added a much needed 't' to the word daugher.
that key sticks on my computer.

but no further support  ;D

I wrote KleinRL with a similar mechanic. It interacted quite badly with the speed system; when you're slow, monsters path perfectly to your location, and when you're fast they can barely find you because they search for where you were 2 - 10 turns ago. I'll try Stink Warrior and see what it's like.

One possible way to make scent pathfinding more fallible is to add random noise to creatures' perception of smell values. The distance at which scent strength is equal amplitude of the noise is approximately the point where creatures can't find you reliably. I did this in Mutant Aliens/Aristocrats, but there they use sight/sound/telepathy to find your location and that interferes with it, so I can't tell how well it works. It takes a bit of experimentation to match the smell decay rate to the noise amplitude and number of scent processing iterations per turn.

Edit: 2 and 8 are reversed in the controls :(

are they? crap I wrote it on a laptop.

Programming / Re: Picking up monsters
« on: October 09, 2013, 05:33:14 PM »
I did this on accident my class for creatures Dude was derived from my class Thing.
I was experimenting with "Dude"s being able to occupy the same patch then pow the started picking each other up.

I think that the Dijkstra is a perfect method for finding the shortest paths through even the knottiest mazes.
It is gorgeous it is beautiful it is quick.
 But in my opinion it does not reflect how real organisms solve pathing issues.
anything produced by evolution can not be that efficient can not have such perfect knowledge of its environment.
so I came up with an alternative that brings joy to my nerdy little heart.   
Pathing by Smell.
works much like Dijkstra the goal releases a smell that smell diffuses wafts throughout the maze in game time taking turns being blocked by wall and whatnot.
critters that like the stink move to adjacent squares that have more of it then the square they are on.
fleeing creatures move to squares of less stink.
there you go.   
I wrote a game to show how it works
Stink Warrior

very interesting I tend to agree (with some cavets; Brogue but it seems to be a distilation and perfection more than advancement)
but would like to hear your arguments.

Perfection is advancement.  Refining existing concepts is as important as (imo more important than) creating new ones.

It of course is semantic and most likely an illusion of categories.
-I am defining refinement as the whittling down to essentials and advancement as innovation.
A sufficiently "advanced" rogue-style game just would not be recognizable as a rogue-like.
Dwarf-fortress and FTL come to mind both make it to my to ten list neither is really linked to rogue/larn/hack/omega.
The innovations set them outside the genre.
Perhaps Rogue-like is a Genre with a ceiling.

making a musical analogy blue grass with tubas, thermins and  trap drums might be cool as hell
but at some point it just is not bluegrass.

None. There were no significant achievements in the genre since ADOM.

very interesting I tend to agree (with some cavets; Brogue but it seems to be a distilation and perfection more than advancement)
but would like to hear your arguments.

Traditional Roguelikes (Turn-based) / Re: Omega
« on: September 30, 2013, 02:57:41 PM »
This especially:

Or maybe this:

(in the interium) I found the David Kinder version and like it quite a bit although I think I remember  being able to wear 10 rings in the original.

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