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Author Topic: Continued Melting  (Read 13218 times)

Demon

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Re: Continued Melting
« Reply #15 on: May 02, 2003, 05:33:00 pm »

Black hole nebula??     :roll:  Jackass...

How would a witch even survive if water burns them!?  Dont they need it to live just like everything else?  I know that you could simply code it so that they dont have to...  But why shouldnt they?

I think witches should they always float in water since that was a surefire way to detect a witch.

[ May 02, 2003: Message edited by: Demon ]

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spelguru

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Re: Continued Melting
« Reply #16 on: May 02, 2003, 06:50:00 pm »

Why not a holy water weakness instead of a ALL water weakness? But since other creatures also fear holy water (undead come to mind), then the witches weakness could be greater than others. Such as holy water makes them melt into a goo if they only come in contact with one drip...

I mean, zombies are slow and fear holy water since it burns them (I think...), vampires fear it since it burns them, and they also fear lots of other things... But since witches only have one big weakness, it should be made even stronger. Some sort of game balance must be established or Armok could become very boring very fast.

And one more reason why witches should only need to fear holy water and not all water: Rain and air humidity... I know that was two, but since they are so close, they count as one.

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Denim Sk8r

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Re: Continued Melting
« Reply #17 on: May 02, 2003, 07:26:00 pm »

ok, let's not base modern witch-yology off of the demented halucinations of a sheltered midwestern child with head trauma. Holy water does make sense.

Really, you can just do with witches whatever you want in the end, it just involves editting things yourself. The real concern that we need to deal with is Spider-Man.

Well, bad exapmle for what I mean....ok, Spider-Man is an aweseom example for anything but....nevermind here's the thing. I mean like outragous and completely random mutations in individuals. Like extar limbs or something outragously wrong that you wouldn't normally code into the standard mutation engine. Crazy magic mutations like from any X-Men or whatever characters.

This is way off topic....

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nd then Trogdor smote the Kerrek, and all was laid to burnination...

spelguru

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Re: Continued Melting
« Reply #18 on: May 02, 2003, 07:38:00 pm »

When you say the X-men you think of wolverine... dont you? Well actually, he only had his regen ability til the military kidnapped him and inserted all those blades into him.

And a cool mutation would be a Dr.Jekyll/Mr.Hyde magic mutation. Whenever the mutation victim of this fulfills some sort of stuff, like goes into a fit of rage, he turns into his evil part. When he then fulfills some sort of opposite stuff, like become really calm, he turns back.

Oh! Oh! I know! An other mutation could be that whenever you sneeze, you turn into a flying purple hippo that leaves rainbow trails after oneself, and kills opponents by shootings cute little hearts at them...

Or some ppl with a mutation could feel really strong urges to commit suicide, so they transform into a fuzzy cute purple dinosaur, and seek out nearest civilasation to "entertain" the all the grownup people...

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spelguru

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Re: Continued Melting
« Reply #19 on: May 02, 2003, 07:39:00 pm »

Did I just kill this topic with me being an idiot spammer with no cool ideas?

OH NO I KNEW IT! I KILLED THE TOPIC!!! WHY GOD WHY?!?!?!

DAMN YOU TOPIC!!! WHY DID YOU DIE!!! IT SHOULD HAVE BEEN ME!!!

*breaks down crying*

*stops crying*

Maybe I should wait another 5 minutes before I think this topic is dead.

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Denim Sk8r

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Re: Continued Melting
« Reply #20 on: May 03, 2003, 04:49:00 pm »

[edit of entire post]

never mind

[ May 03, 2003: Message edited by: Denim Sk8r ]

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nd then Trogdor smote the Kerrek, and all was laid to burnination...

Toady One

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Re: Continued Melting
« Reply #21 on: May 04, 2003, 02:00:00 am »

Now creatures have body temperatures, and parts can have variable body temperatures, and certain tissues can be used to regulate temperature (I guess that would be the skin (and lungs?) for a human...).  You could make a weird monster with an antenna coming out of its head which keeps its body at a cool 0 degrees C.  You could also make its body materials made out of stuff that explodes into gas at 1 degree C.  Then hack off the antenna, and watch the creature sublimate.  Strange things will be possible...

Now I just have to do that last part.  Material temperatures need to be affected by the environmental temperature, and temperature needs to affect materials and creature functions.

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Zonk

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Re: Continued Melting
« Reply #22 on: May 04, 2003, 04:42:00 am »

Something i never really understood...Some creatures turn to stone at daylight...for example,most trolls and (NORSE)Dwarves and Elves..but...if they are trapped in daylight and turn to stone...does this stone revert to their form when the sun goes down?If the statue was broken...do whe get some confusings remains?
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spelguru

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Re: Continued Melting
« Reply #23 on: May 04, 2003, 11:17:00 am »

The troll didnt become living ever again.
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Toady One

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Re: Continued Melting
« Reply #24 on: May 05, 2003, 02:01:00 am »

I don't know of any classical examples of reversed petrification following damage to the statue...  it has probably happened a thousand times in DND campaigns...  he he he...  when I was much younger, and thus fascinated with such things as the following, I remember casting stone to flesh on a mountain side, turning it into a giant butt and killing a red dragon when the butt farted into its fire breath and exploded everything.  Somehow the party was unharmed, though perhaps traumatized.  Practically flesh-to-stone might be used to hack through a stone wall or something, or to make an edible flesh basin in a floor (but would it be cannibalism?  i.e. Is the wall turned into human flesh?)...

Only 4 more simple functions, and creatures will be fully exposed to temperature effects (melting, becoming gas, blistering, frost bite).  A little bit more work to get items and then a little more to get all of the landscape features.  Then temperature is done.  Right now, creature body parts have temperatures, but they don't suffer any effects.

You'll do heat exchange with the air, the ground, and your inventory, as well as anything that hits you.  I guess when wrestling is added, you'll do heat exchange on a part-by-part basis with your opponent.  You should be able to boil blood, although I haven't quite figured out how to differentiate blood temperature from body part temperature.  I guess heat exchange between your body parts should be faster if you have a circulatory system.

A simple example to overlook would just be holding an ice cube.  In a few days of programming, it will melt in your hand, and make your hand colder, until your hand heats itself up again.  If you keep doing this with many ice cubes in succession (keeping your hand at a low temperature), you'll get frostbite on your palm.  You'll also get blisters or burns if you try to cool off hot rocks by holding them.  Weapon heating spells will hopefully all work naturally with no extra coding required.  Lots of things should work naturally...  perhaps now I'll start reaping some of the rewards of all this basic structure.

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spelguru

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Re: Continued Melting
« Reply #25 on: May 05, 2003, 03:12:00 am »

Right now I should make some statement or give some advice that furthers my reputation of being a smart person... But I won't. Instead I got questions (oh no! run!):

1. What does the i.e. mean?

2. I don't think it is possible to cast stone to flesh on a non-petrified item or part of an object. Because if it was possible, it would mean that everything was once a living object that was the victim of medusa or flesh to stone. Now where is the question you ask? I dont know, where is it?

3. How laggish will all these new calculations and code be?

4. How could a mountain be turned into a farting butt?

5. And could you please post a list of spells done so far?

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spelguru

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Re: Continued Melting
« Reply #26 on: May 05, 2003, 03:13:00 am »

*does the new page first post dance*
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Toady One

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Re: Continued Melting
« Reply #27 on: May 05, 2003, 01:49:00 pm »

I guess I'm supposed to answer the odd numbered questions.

1. i.e. = that is.  I don't even remember what the letters stand for.  It's probably latin.  I might also use e.g. = for example.
It might be a math habit... it's much more convenient to write things like

f=0 a.e. iff |f|=0 wrt L^1 norm

instead of using all of the english words.
I hope that equivalence is true...  much too tired now.

3.  Temperature shouldn't be laggish at all.  There will be flags that tell when a creature has already been cleared for the environmental temperature it is at, and flags that say whether the inventory needs to be checked, and so on.  Material reactions will have similar flags and lists that should make everything run much faster, but I can't say right now how slow that will go.  As more reactions are added, the game has the potential to slow down.  However, an easy solution is just to check less often.  For instance, temperature is checked once every 10 frames (and possibly also during certain events, like a heat spell).  If that proves to be too slow, I can make temperature checked only once every 50 frames.  That might make it a little choppy in the sense that you could walk into a heated area very briefly without consequences.  Again, for temperature I don't think it will be an issue.  The heat exchange itself really isn't that time-consuming.

5.  Body detonation.  Half of healing.  That's it.  I'm going to add more effects once temperature and reactions are done, since more things will be available.

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Demon

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Re: Continued Melting
« Reply #28 on: May 05, 2003, 02:42:00 pm »

Which half of healing are we talking abuot here??    :p
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Toady One

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Re: Continued Melting
« Reply #29 on: May 05, 2003, 03:25:00 pm »

Everything but the fixing wounds part :)
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