Zonk,
Yeah, some people have 24 bit and some 32 bit. I don't have code to query for graphics modes on the top of my head, so I just put Full Screen mode down to 16 bit, which I think most people have. I didn't notice any decrease in the color quality, but all this programming lately might have damaged my eyes
I guess I could set up parry preferences like aim preferences -- since the creature bodies are all random, I couldn't just have "upper/middle/lower", but I can use the aiming set up so that you can block your center, your head, your stance points. I'm not sure what it means to be guarding grasps... maybe the left hand guards the right and viceversa
All of the entertaining combat scenarios have been written down on a notepad. I'll put them up on the future page when I get a chance.
The BIG bug: He he. My brother has been complaining about that. He hates starting with a titan broad sword and then dropping it after a while, but somehow he has skill with it and so on. Definitely an oversight that needs fixing.
Yeah, a megagram is a thousand kilograms, which is (I think) 2200ish pounds.
I think somewhere up there we were talking about parrots and so on basically riding leprechauns Riding is friendly wrestling -- anything that you could mount in wrestling can be ridden. The ride just won't be interesting if you are too large or the mount is otherwise stationary. I got to ride a tortoise as a kid. That was intense.
Big boars! Like Princess Man-an-oh-ke (no clue how to spell it)! In that vein we should have flesh-eating monkeys.
On charging, I think in general things are going to become a little more complicated (maybe with the stuckins release). I mean, right now, critters essentially do the Rogue thing and just stand there and exchange shots. That's fine in Rogue, because you can imagine more is going on, but once we have 3D models it will be quite clear that both combatants are behaving stupidly. I'm not sure how this will be changed -- in my experience with swordfighting, the combatants tend to move and maintain a distance at times. I guess weapon reach will partially introduce this. If the combatants are moving more, terrain will also become more important.
Survivor mode: He he he...
Denim,
I'll do that now. It has especially been bothersome for corpse processing, since I didn't know what I was chopping off.
I guess there should be penalties for using a damaged part as you suggest... even if it doesn't cause more direct damage as you use it (say it is just cut instead of broken), there's at least
a) Increased pain of using the part for anything
b) Infection from getting dirt in the wound as you step on it
Perhaps, in general, I should increase the pain of a wound if you use the part that is wounded.
With all the blood that's being splattered around, it probably won't be too hard to get a blood-borne disease in this game...