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Author Topic: General Progress Tracking -- Revisited  (Read 21151 times)

Anticheese

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General Progress Tracking -- Revisited
« Reply #15 on: September 16, 2006, 07:20 »

Quoting: Thomas
Defeat over 4 enemies in less than 10 turns.


Impossible.

100 turns? Maybe, But it takes about 35 turns to even get to the DOOR of the phobos base.
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Malek Deneith

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« Reply #16 on: September 16, 2006, 10:11 »

Quoting: Thomas
Get all traits to the max level (Med-Low)

Impossible (Kornel admitted recently that there is a sort of exp cap after some level :( )
Quoting: Anticheese
Quoting: ThomasDefeat over 4 enemies in less than 10 turns.

Impossible.

100 turns? Maybe, But it takes about 35 turns to even get to the DOOR of the phobos base.

Change turns to moves and it gets all too easy (Combat Shotgun FTW :D)
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Thomas

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« Reply #17 on: September 16, 2006, 11:05 »

Quoting: Anticheese
Impossible.

100 turns? Maybe, But it takes about 35 turns to even get to the DOOR of the phobos base.


No, within 10 turns of eachother, as in killing 4 enemies at once.

Quoting: Malek
Quoting: Thomas
Get all traits to the max level (Med-Low)
Impossible (Kornel admitted recently that there is a sort of exp cap after some level :( )


No, in seperate characters, like have one with level 3 ironman, one with level 2 cateye... etc.
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Arch-Vile Chaos Major Thomas
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Kornel Kisielewicz

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General Progress Tracking -- Revisited
« Reply #18 on: September 16, 2006, 16:06 »

Quoting: Thomas
Defeat over 4 enemies in less than 10 turns. (Medium)

Trivial :)
Quoting: Thomas
Fully beat hell's arena on difficulty 4 (Medium)

Almost Impossible :D (you know what's the final boss on hell's arena?)
Quoting: Thomas
Do a partial victory without using a thermie (Hard)

I don't get it :/. How?
Quoting: Thomas
Kill 10 arachs in one game (Med-Hard)
Defeat 20 enemies in melee in one game (Med-Low)

Both easy.
Quoting: Thomas
Get a 100% kill count on a diff 2 victory (Hard)

Medium.
Quoting: Thomas
Defeat 100 lost souls in one game (Hard)
Defeat 500 enemies in one game (Hard)
Defeat 100 lost souls in one game, but no pain elementals. (Very hard)

These actually depend on luck and not on skill :/
Quoting: Thomas
Beat the game on all 5 difficulties (Incredibly hard) (Also a skill goal)

Next to impossible concerning Nightmare :>. This will be the final challenge for the General skill rank.
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Kornel Kisielewicz

Anticheese

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« Reply #19 on: September 17, 2006, 00:17 »

Quoting: Kornel Kisielewicz
Do a partial victory without using a thermie (Hard)

I don't get it :/. How?


Easy, Catch yourself in the blast radius of a rocket that will kill the CD and you.

Quoting: Kornel Kisielewicz
Defeat 100 lost souls in one game (Hard)
Defeat 500 enemies in one game (Hard)
Defeat 100 lost souls in one game, but no pain elementals. (Very hard)

These actually depend on luck and not on skill :/


Agreed.

Quoting: Kornel Kisielewicz
Defeat over 4 enemies in less than 10 turns. (Medium)

Trivial :)


It is now.

Quoting: Kornel Kisielewicz
Beat the game on all 5 difficulties (Incredibly hard) (Also a skill goal)

Next to impossible concerning Nightmare :>. This will be the final challenge for the General skill rank.


Care to share a bit more info concerning nightmare mode?
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Thomas

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« Reply #20 on: September 17, 2006, 00:41 »

Quoting: Kornel Kisielewicz
Quoting: Thomas
Defeat 100 lost souls in one game (Hard)
Defeat 500 enemies in one game (Hard)
Defeat 100 lost souls in one game, but no pain elementals. (Very hard)
These actually depend on luck and not on skill :/


I assumed the new pain elementals spawned lost souls, was I wrong?

Oh, and I have gotten to the final boss of Hell's arena I think, does it go:

Demons, souls and cacos
Losta cacos
2 Barons (one of which I've killed. DOH!)
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Arch-Vile Chaos Major Thomas
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Kornel Kisielewicz

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« Reply #21 on: September 17, 2006, 00:51 »

Quoting: Thomas
I assumed the new pain elementals spawned lost souls, was I wrong?

Yes, but they're buggy in the posted wad :>

Quoting: Thomas
Demons, souls and cacos
Losta cacos
2 Barons (one of which I've killed. DOH!)

*giggles*
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Kornel Kisielewicz

Anticheese

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« Reply #22 on: September 17, 2006, 00:54 »

Just wondering, Do you have Arch-Viles implimented yet?
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Kornel Kisielewicz

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« Reply #23 on: September 17, 2006, 00:55 »

Quoting: Anticheese
Just wondering, Do you have Arch-Viles implimented yet?

Not yet, but they are planned for this release. To do them tough, I will need to make each monster drop a distinct corpse-tile :/
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Thomas

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« Reply #24 on: September 17, 2006, 01:33 »

Well, I just beat Hell's arena on diff 4, and if I can do it, then it's definatly a medium or lower.
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Arch-Vile Chaos Major Thomas
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Anticheese

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« Reply #25 on: September 17, 2006, 06:31 »

Quoting: Kornel Kisielewicz

Not yet, but they are planned for this release. To do them tough, I will need to make each monster drop a distinct corpse-tile :/


Another way to do it is to have a number of variables that track what died and where.

I.E Corpse1 = Former Human (16,24)
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Kornel Kisielewicz

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« Reply #26 on: September 17, 2006, 15:45 »

Quoting: Anticheese
Another way to do it is to have a number of variables that track what died and where.

This is an ugly "hack" solution. I would prefer to keep away from those :/
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Kornel Kisielewicz

STL

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« Reply #27 on: September 21, 2006, 07:14 »

Don't tell me you are keeping track of everything by their apperance!

Correct (meaning less hassle & easy to implement , maintain and extend) solution is to have logical data separate from the visual one.

If you have them separate, then it should be no problem to add a some new entities in your datastructure, even if thats an int array. Assuming the Pascal version/clone? you are using is object oriented (i.e. derived from Object Pascal), it'd be 10 minutes of coding.

If first sentence actually describes what you are doing right now, or even if it des not, I believe I can help you with general desing and other theoretical aspects of your game. If interested, let me know, so that I can give you an e-mail address that I check more frequently.
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Anticheese

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« Reply #28 on: September 21, 2006, 08:29 »

Kornel has a sound reason for using corpses tailored to the species of demon, By doing this the Arch-Vile can pick the nearest (non arch-vile) corpse and ressurect it without much difficulty.
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Kornel Kisielewicz

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« Reply #29 on: September 21, 2006, 12:40 »

Quoting: STL
Don't tell me you are keeping track of everything by their apperance!

No, corpses are handeled exactly the same as normal terrain, that it they are referances to a tileset table.

Quoting: STL
Assuming the Pascal version/clone? you are using is object oriented (i.e. derived from Object Pascal), it'd be 10 minutes of coding.

The problem with DoomRL is the fact that it is a hybrid -- it was origianly built as a procedural program, then many parts were converted to OOP. The monsters, items etc, are OOP, but the terrain features are indexes to an feature array. Paradoxicaly this *IS* the best approach, only it could be implemented better :). Some rewrites to the code would be useful, but are not a priority (and priority rewrites would be the Vision, AI and DunGen code anyway).

Quoting: STL
If first sentence actually describes what you are doing right now, or even if it des not, I believe I can help you with general desing and other theoretical aspects of your game. If interested, let me know, so that I can give you an e-mail address that I check more frequently.

I've written four semi-complete roguelike games, and designed/prototyped and thrown away many, many more -- believe me, I know what I'm doing :).
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