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Author Topic: Dragons - Age, abilities, and value.  (Read 6896 times)

Sabin Stargem

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Re: Dragons - Age, abilities, and value.
« Reply #45 on: October 04, 2008, 07:22:01 pm »

I didn't go to school at all when I was a kid.  I think that is all that needs to be said on the topic.  Anyways, I wouldn't mind it if multiple-tile dragons did have on-screen tails.  Nifty, it would be.
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korora

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Re: Dragons - Age, abilities, and value.
« Reply #46 on: October 04, 2008, 08:10:08 pm »

I like them better as rectangles anyways, I don't really picture dragons as being square, so maybe the elder dragon should be 3x4 and the ancient 4x5?

Currently the wagon moves in ways that look pretty unnatural if you picture it as an animal, so it seems like the shape shouldn't necessarily be static.  Maybe the dragon would bend to go round a corner?  That gets a little more complicated to represent, though.
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DFPaint, a cross-platform 'screenbuilder' utility

Align

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Re: Dragons - Age, abilities, and value.
« Reply #47 on: October 04, 2008, 08:11:54 pm »

it'd be extremely hard to code movement for something that's not square
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My stray dogs often chase fire imps back into the magma pipe and then continue fighting while burning and drowning in the lava. Truly their loyalty knows no bounds, but perhaps it should.

Sabin Stargem

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Re: Dragons - Age, abilities, and value.
« Reply #48 on: October 04, 2008, 08:36:22 pm »

That figures.  In Nethack and Castle of the Winds, almost all of the enemies are squares in shape.  If I remember correctly, the only multiple-tile enemy with a nonstandard shape was the Purple Worm in Nethack (and Vortexes?).  It would be neat to see it return in Dwarf Fortress as a megabeast, because there was nothing like an all-consuming and ever-expanding earthworm of destruction.

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Silverionmox

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Re: Dragons - Age, abilities, and value.
« Reply #49 on: October 05, 2008, 05:31:02 pm »

If the lifecycle idea is implemented, it would be nice to try out the dragons like they are in Robin Hobb's Liveships trilogy: They start out as sea snakes, living in solitary in the ocean, growing steadily. After a period, they gather together and swim up a certain river, where they make themselves a cocoon. When their final transformation is complete, they eat their cocoon and are ready to take to the skies.
Or with the various explanations why dragons hide in caves for long times: hibernation, digesting their food, shedding their skin, etc.
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Dwarf Fortress cured my savescumming.

Alex Encandar

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Re: Dragons - Age, abilities, and value.
« Reply #50 on: October 06, 2008, 10:35:39 am »

That figures.  In Nethack and Castle of the Winds, almost all of the enemies are squares in shape.  If I remember correctly, the only multiple-tile enemy with a nonstandard shape was the Purple Worm in Nethack (and Vortexes?).  It would be neat to see it return in Dwarf Fortress as a megabeast, because there was nothing like an all-consuming and ever-expanding earthworm of destruction.



http://rapidshare.com/files/151461091/thisiswhativebeendoingfor2days.zip.html

Ignore the name, this is actually a year or two old. Still an awesome game :D
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Random832

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Re: Dragons - Age, abilities, and value.
« Reply #51 on: October 17, 2008, 01:29:26 pm »

Anyhow... as for your Hydra I don't like the idea of "The correct head".

You have to admit though, it explains the one skull (other heads could just be cheap cartilage, since they're not protecting anything important)


For the most part... Multiple tile creatures are VERY difficult to obtain in the game... Since the game can't make a Giant D (though It can make a giant Green square with many little green squares)

Why not? I guess the only reason is maybe it'd ruin the game's curses flavor - maybe you should have a large tile as a possibility for graphics mode, and draw a D with a border around it in text mode, like
┌─┐
│D│
└─┘
« Last Edit: October 17, 2008, 01:32:47 pm by Random832 »
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Sabin Stargem

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Re: Dragons - Age, abilities, and value.
« Reply #52 on: October 17, 2008, 02:49:46 pm »

I like the look of that graphic.  It definitely gets the message across, and maybe individual tiles of that graphic could change colors according to how badly damaged the megabeast is?  That would help with visualizing the action, and allow graphic-packs to alter a section of wounded megabeasts.
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