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Author Topic: Questions about DoomRL's engine and stuff you can do with it  (Read 21034 times)

Silhar

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #15 on: October 08, 2009, 12:45 »

DoomRL : The Roguelike !

UnderAPaleGreySky

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #16 on: October 08, 2009, 12:57 »

DoomRL : The Roguelike !
Thats.. thats... thats genius!
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Madtrixr

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #17 on: October 08, 2009, 13:19 »

My god. Silhar, You savant! That IS brilliant!
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Aki

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #18 on: October 11, 2009, 05:49 »

Can I:

-Remove an enemy type from being spawned on a given challenge
-Block off traits at starttime
-Force the user to pick a certain trait at starttime
-Change the default actiontime of the doomguy for a given challenge
-Make weapons change movespeed/knockback and armour change firetime/reloadtime/ect

How do i handle:

-Forcing certain enemies to spawn
-Creating new enemies
-Making the player spawn with ___ Item
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Kornel Kisielewicz

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #19 on: October 11, 2009, 07:16 »

-Remove an enemy type from being spawned on a given challenge

There is no nice way to do that yet, but there will be.

-Block off traits at starttime
You can delete them from the wad file. Probably there will be a "can pick" callback though.

-Force the user to pick a certain trait at starttime
No idea, but if submitted as a RFE all the above are possible.

-Change the default actiontime of the doomguy for a given challenge
You can't, you can change his general speed however.

-Make weapons change movespeed/knockback and armour change firetime/reloadtime/ect
That is?

-Forcing certain enemies to spawn
If making a special level, you just place them. You can always also call spawn.

-Creating new enemies
Just add their definition somewhere, and assaign a minlev and spawn weight.

-Making the player spawn with ___ Item
OnCreate
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #20 on: October 11, 2009, 14:42 »

For the traits, I wanted to block off certain traits at the start of a challenge mode. Failing that, i'd make a new Master trait and force that to be picked at starttime.

For the Weapons/Armors, I wanted to make, say, a cursed weapon that penalized all fields or something (Increases KB, Decreases protection, ect). Is it possible to modify armor fields with weapons and vice versa?

On that note, is it possible to have negative protection? :>

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Kornel Kisielewicz

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #21 on: October 11, 2009, 14:50 »

For the traits, I wanted to block off certain traits at the start of a challenge mode. Failing that, i'd make a new Master trait and force that to be picked at starttime.
I might make both possible without problems.

For the Weapons/Armors, I wanted to make, say, a cursed weapon that penalized all fields or something (Increases KB, Decreases protection, ect). Is it possible to modify armor fields with weapons and vice versa?
Not in a safe manner. You can modify global protection (TaN) though.

On that note, is it possible to have negative protection? :>
Nope, and it will not be.

[/quote]
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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #22 on: October 18, 2009, 06:20 »

Can I:

Reduce sight range on entering Special level
Make normal enemies hunt you down like Cyb does
Make different enemies spawn from the corpses of other ones
Make an enemy that summons enemies AND attacks
Make an enemy that gives buffs to other monsters in sight range
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Kornel Kisielewicz

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #23 on: October 18, 2009, 07:33 »

No, Yes, No, Yes, No

Although each of the No's could be a feature request ;)
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Kornel Kisielewicz

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #24 on: October 18, 2009, 07:38 »

Yes, please.

FORCE FIELD V SAY WHAT

In fact, If I could get around to it (SOMEONE MUST HAVE A CREDIT CARD), i'd donate to get extra features like that implimented for mods.
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Kornel Kisielewicz

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #25 on: October 18, 2009, 07:46 »

This will be a great target for bounties :)
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Kornel Kisielewicz

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #26 on: October 18, 2009, 07:55 »

Yeah, yes it will :P
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Aki

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #27 on: October 25, 2009, 23:16 »

Quote
I'm all against survivors -- Doom is a game pitting the lone marine against the hordes of hell, and so it should stay. I might however leave the code for that in the API in case someone would like to do a Team Mod.

Kornel, did you leave code for that in? :D
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Madtrixr

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #28 on: October 26, 2009, 16:13 »

When mods are availible, will it be possible to program a Gun Cannon as a Unique? As in, a weapon that shoots other weapons out?
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ParaSait

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Re: Questions about DoomRL's engine and stuff you can do with it
« Reply #29 on: October 26, 2009, 16:18 »

DoomRL : The Roguelike !
DoomRLRL... Wow, I've almost bit off my own tongue trying to pronounce that :P
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