DoomRL > Modding

Questions about DoomRL's engine and stuff you can do with it

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Thomas:
Alrighty, I've basically finished everything about my DoomRL mod except for actually making it. So I got some questions about the features I'm not sure if I'll have to program in or if it's already there.

1. If you give an enemy a "move <direction>" command, but the player is in the way, does it automatically melee attack the player?
2. Is it possible to make a special level that has white stairs and red stairs? (i.e allow the player to choose if he wants to do a series of special levels or just the first one)
3. Is it possible to check if the player has any HP packs, and destroy one or more if they do? (Hahaha)
4. Is it possible to destroy all items on the level? The walls must remain unharmed though.
5. Do items give you points on use? If so, is it possible to change the point value of an INDIVIDUAL item without changing the rest of that particular item type?
6. Does the game distinguish between dodging something with a sidestep and just having the enemy miss? Is it possible to keep a tally of "sidestep dodges" and "lucky dodges"?
7. Is it possible to make a special level with 2 different possible layouts? Is it possible to bias the RNG towards one of the possibilities?
8. Is it possible to change the messages the game gives you in the top two rows depending on difficulty? (Okay that's pretty obvious but whatever)
9. Is it possible to give an enemy "Move to this co-ordinate" command?
10. Does the game track when an enemy refuses to move because it was blocked by a wall/lava/whatever? (If it doesn't, that'd be a good AI upgrade for the current getting-trapped-by-lava-while-you-shoot-them-from-far-away AI)

Kornel Kisielewicz:
Mind you, all the answers are valid withing the current state of DoomRL, and assuming that one only changes the lua scripts in the WAD file.


--- Quote from: Thomas on August 31, 2009, 03:26 ---1. If you give an enemy a "move <direction>" command, but the player is in the way, does it automatically melee attack the player?
9. Is it possible to give an enemy "Move to this co-ordinate" command?
10. Does the game track when an enemy refuses to move because it was blocked by a wall/lava/whatever? (If it doesn't, that'd be a good AI upgrade for the current getting-trapped-by-lava-while-you-shoot-them-from-far-away AI)

--- End quote ---
AI is hardcoded into the engine as for now. All you can do is "drop-in" monsters.


--- Quote from: Thomas on August 31, 2009, 03:26 ---2. Is it possible to make a special level that has white stairs and red stairs? (i.e allow the player to choose if he wants to do a series of special levels or just the first one)

--- End quote ---
Unsure whether it would work.


--- Quote from: Thomas on August 31, 2009, 03:26 ---3. Is it possible to check if the player has any HP packs, and destroy one or more if they do? (Hahaha)

--- End quote ---
No.


--- Quote from: Thomas on August 31, 2009, 03:26 ---4. Is it possible to destroy all items on the level? The walls must remain unharmed though.

--- End quote ---
Yes.


--- Quote from: Thomas on August 31, 2009, 03:26 ---5. Do items give you points on use? If so, is it possible to change the point value of an INDIVIDUAL item without changing the rest of that particular item type?

--- End quote ---
Score is calculated at game end with a fixed algorithm.


--- Quote from: Thomas on August 31, 2009, 03:26 ---6. Does the game distinguish between dodging something with a sidestep and just having the enemy miss? Is it possible to keep a tally of "sidestep dodges" and "lucky dodges"?

--- End quote ---
The game does, the lua engine doesn't see combat at all.


--- Quote from: Thomas on August 31, 2009, 03:26 ---7. Is it possible to make a special level with 2 different possible layouts? Is it possible to bias the RNG towards one of the possibilities?

--- End quote ---
Yes. Level 1 is made like that ;).


--- Quote from: Thomas on August 31, 2009, 03:26 ---8. Is it possible to change the messages the game gives you in the top two rows depending on difficulty? (Okay that's pretty obvious but whatever)

--- End quote ---
All in-game messages are hardcoded. As for special level messages and plot messages, do what you want to do (there's a DIFFICULTY global variable).

ntc:
Aww, Thomas you beat me! I was gonna start a topic similar to this one...

Well, ive been interested in modding DoomRL and ive been wondering: is it possible to change the size of the maps that the RNG makes? (From 80x20 to say 150x80) And if you can, could you scroll the map as the player moves around it?

Aki:
I believe (Probably incorrectly) That Berserk uses such a feature (Screen scrolling).

Thomas:

--- Quote from: Aki on September 01, 2009, 00:11 ---I believe (Probably incorrectly) That Berserk uses such a feature (Screen scrolling).

--- End quote ---

Berserk doesn't, AliensRL and DiabloRL do.


--- Quote from: Kornel Kisielewicz on August 31, 2009, 06:56 ---AI is hardcoded into the engine as for now. All you can do is "drop-in" monsters.

--- End quote ---

Hm. Can I make a new AI and "drop in" an enemy with my new AI, but keep other enemies with the old AI?


--- Quote ---Score is calculated at game end with a fixed algorithm.

--- End quote ---

My idea was to make a powerup that drops off enemies that is worth points and maybe a very small amount of healing. To encourage better players to play more aggressively, the value of these powerups would slowly deteriorate until they reached 0 points and disappeared, making sniping enemies very inefficient points-wise.

It also gives you a way to trade HP for points. If the item hits the ground while you're still fighting and you want to get it while it's still got a high value, you pick it up and take an extra turn worth of damage.

So:
Can you put a powerup in an enemy's inventory, so that it drops from the inventory but must be instantly used by the player like normal?
Can you make a variable that applies to only one item in the game, and no other items of its type? Can I then put this value in to a tally, and add the tally to the player's score at the end of the game?

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