Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Back to Armok  (Read 11417 times)

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Back to Armok
« on: April 09, 2003, 11:03:00 pm »

I finally twisted through the latest annoyance.  Basically, special abilities and magical arts were looking very similar, and I didn't want to code everything twice.  So I didn't.  As it stands, an "ability" is just a new stat or skill, like "purity" or "virtue" that can be co-opted by other game elements.  For creatures, special abilities (in DND terms) will arise in various ways.  The gargoyle sun/skin/stone "ability" would arise through the skin material and material reactions, not through any new "ability" structure.  A demon's power of possession would be a new magic art, with the restriction that only demons can use it.  In this way, I won't have to code magic arts again just to handle special abilities.  It might be a little weird, since magical creatures won't be totally self-contained (i.e. if you want to give a creature magical powers, you'll need to attach a magic art to it).  However, this is old news, since a creature with a new model drags model files along with it, etc.

Anyway, with that hurdle overcome, I won't be so annoyed with the game and will therefore be more productive.  All of the ability code will go in over the next few days.  Then it's on to making things melt and more magic.  Melting (that is, chemical reactions) will also be very annoying to code, but at least it has a more pro-active feeling to it than fussing with lame-ass ability structures.

Logged
The Toad, a Natural Resource:  Preserve yours today!

ThreeToe

  • The Natural
    • View Profile
    • http://www.bay12games.com
Re: Back to Armok
« Reply #1 on: April 10, 2003, 04:55:00 am »

I got really stoned a couple days ago and ended up talking to THIS GUY.  anyway...  I'm really drunk now.  The guy said:  There is this application called "Mya"  MI-AH that makes animations of people that he paid $2000 for.  F- that Jazz ARMOK ROCKS.  FIGHT THE POWER.  "YOU AREN'T THE MAN TELL YOU BEAT THE MAN!" go team.
Logged
Show your true champion nature:  support Bay 12 games!

spelguru

  • Guest
Re: Back to Armok
« Reply #2 on: April 10, 2003, 11:35:00 am »

*looks sick and speaks*

"Love Conquers All"

*cleans his tongue with gasoline and other various harmful toxics and chemicals*

Never thought *I* would say those three words... If anyone wonders why I said em, its because I lost a bet...
*mutters something nasty about obese chipmunks using their antennaes to win bets*

Anyways, the new version of armok will probably rule all when it comes out...

*gets an iron bat and goes out to hunt the obese chipmunk*

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Back to Armok
« Reply #3 on: April 11, 2003, 01:46:00 am »

I was thinking maybe of posting my next abilities update in a new topic, since this particular thread unwound itself off the spool and landed in a steaming pile of shit.

Anyway, um...  yeah, so I've done the more annoying technical abilities aspects.  It'll be another day or so until they're done.  Then I'm jumping straight to melting stuff.  That's the last really hard part of this release, so I'll tackle it now.  After that, things should move along with less resistance.  Hopefully, within a week or two, I'll be able to raise the ambient temperature of the world to a cool 3000 C and watch what happens.

Logged
The Toad, a Natural Resource:  Preserve yours today!

spelguru

  • Guest
Re: Back to Armok
« Reply #4 on: April 11, 2003, 07:06:00 am »

Yes... I think your attempts to make things melt will be a true success once you manage to melt your own computer with that test... Just imagine how much processor power converting an entire world into liquids would take...

*shudders*

Logged