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Messages - vodnyk

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1
Berserk! / Re: Poll : Dissalow "wait" during berserk mode?
« on: January 18, 2007, 06:22 »
Well to give it berserk spirit you need to avoid sidestepping (or people which will wait just dodge and let the creature to come near - this WILL be annoying). If you can and WILL implement that each round of berserk you have to use wapons or go one step in direction of some creature(no running away while berserk!?!), then dissalow wait. Otherwise - dodge, dodge, dodge...boored.
.......     ........
.@.M => ........ no need for wait, but really annoying.
.......     .@M...

2
Berserk! / Re: Berserk! 0.8 - Release Candidate 3
« on: January 16, 2007, 12:07 »
@bulldeamons - some sort of impale maybe?

3
Berserk! / Re: Berserk! 0.8 - Release Candidate 2
« on: January 15, 2007, 08:08 »
first try, surrived 1 night seeing this:

Max kills in one turn    : 4
Longest killing sequence : 6 kills in 0 turns.
Survived for             : 304 turns
Died on                  : Forest
Reason of death          : suicide

4
DiabloRL / Re: DiabloRL 0.4.1-4
« on: January 05, 2007, 11:00 »
What is the patern for blocking doors? In original diablo door were blocked only if you killed a creature in them. Here it seems random...

5
DiabloRL / Re: Building a feature list for DiabloRL 0.5.0
« on: January 05, 2007, 07:03 »
As I play through I really miss WAIT button :-) - easy to implement, great help while playing.
Much harder would be my second feature: Timing. I think that ADOM has one of the best systems how to bring action in turn based enviromet. How it works(schematically): every creature (including player) have its own speed (say 100). each TICK you get so many action points(AP)into your 'APs bank' as is your speed. When you want to attack or move etc. you have to pay it with your APs. Example:Normal attack cost 1000 AP, slow attack 1200AP, casting(for warrior)1500AP, casting for mage 800AP. Every TICK when you have more then 1000 AP you can act, APs are substreacted (you can have - APs) and you(the creature...) are waiting till your APs are above 1000. On the first wiew it looks complicated, but it looks really cool when it is working, you can add lot of features(see - different casting/attacking rates for classes) not only zombie acting every second turn.
I thought about this system and I see possibility for little change, which brings situations like "interrupting attacks". When your APs are above 0 you can act(walk, attack, cast) but the efect is NOT immediate, but it  takes place after your APs are again above 0. If someone attacks you in this time, he can interrupt (with some probability) your effort. Of course it aplies to creatures as well...

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