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Author Topic: Shooting  (Read 14564 times)

Eagleon

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Re: Shooting
« Reply #15 on: February 01, 2004, 02:25:00 pm »

Heh heh. Reason why is that the aiming mechanism is almost an instinct for humans. Many, many archers shoot by simply drawing the string back and letting go in a direction, and having a target. In fact, the instinct method is definately easier for novices than careful aiming.

I believe, though I'm not sure, that most medieval archers tried to teach archery instead of letting students just shoot. So in an archery contest between native americans and classical european archers, all my money is on the ones who were born with a bow.  ;)

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Toady One

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Re: Shooting
« Reply #16 on: February 02, 2004, 04:14:00 pm »

I think kobolds on speed might be a welcome addition.  And you should probably have to get drunk before you can fight a dragon.  Then I can make your character say random things to it and stumble around and get killed.  At least the high score entry would be amusing.

Man, projectiles suck.  It was satisfying shooting a reptile in the leg and downing it, but lots of crap left to work through...  especially that part where the arrow hits your arm when you shoot it...  then what...  I guess you need to be able to skin things and make clothes.  And lots of other things...  2009...  2009...

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X

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Re: Shooting
« Reply #17 on: February 04, 2004, 07:06:00 pm »

On the arrows front, could you just tree the inventory for the moment? The classes are set up like that anyway aren't they?, so it would be easy to have and entry that says '24 arrows' that expands to list the differnt types (no reason not to do this with more things). Stop you worrying about quivers and containers for the moment.
Also, that statistcian(sp) in me wants a nice orderly (class based) magic system.  :)

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Toady One

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Re: Shooting
« Reply #18 on: February 04, 2004, 08:35:00 pm »

You mean you'd like to start with one or no types of magic rather than everything?  The statistician in you might have to wait for the game to be much further along before we start...  ordering things.  Then again, when the game is that far along, we'll all be in nursing homes.

The tree inventory is a little awkward just because when you set up your firing actions, the action would need to point at some kind of extra node for the "24 arrows", so that you wouldn't have to keep redesignating ammo and at the same time wouldn't fire things you don't want to fire.  The node would amount to the item stacks I'm talking about (which are just lists of items)...  I guess it's all the same thing.  I don't need to add containers to do stacks of items, it's just roughly equivalent (since containers are just an item with a list of items in it) so I'd thought I'd save time instead of double-coding everything.  The real release-delay issues are more like (1) generally super-busy this quarter (2) making projectiles behave quickly yet sensibly is annoying since I've never written a doom-style game with lots of 3D line intersections etc. (3) clothing sucks, and (4) maybe there are just too many items on the release list.

Perhaps I should break this release into two pieces to keep it workable.  Clearly it was a bit overambitious.  Or at least, I should aim for some kind of prerelease-able point so that people can shoot things and find bugs at the same time.  Then I can work on actually building clothes from dead animals after that, since that will be a whole new can of worms...  not that worms yet infest dead animals...

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Toady One

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Re: Shooting
« Reply #19 on: February 05, 2004, 02:19:00 am »

When you detonate yourself, you land all over the hill like this, but it went very very slow (took about 40 seconds from blast to landing), and 4 of the pieces went through the ground and kept going (that really sucks -- I'm not sure where the bug is).  Anyway, a tasteful arrangement, but I need to speed it up or abstract it and work the bugs out.  Right now, each of those chunks actually stands for something (you could shift through the mess and actually pick out a few pieces of lower spinal cord tissue)...  even though I had realism in mind, this isn't so realistic.  The chunks should probably be more like "lower body slurry" and you can pick through each chunk and possible find what you want.  Then it should go faster, as there will be fewer chunks all together.  This kind of abstract corpse item will be required when I go to make things like hides and so on for clothing.  You don't weave a cap out of a raccoon's hair, you just use the hide itself as a single object.  Hmmm....  anyway, more things to do...  there should also be some kind of liquid splash from the circulatory material.  Very pleasant.  I'm glad I'm not a morbid person, obsessed with the pieces of the dead.  Yes....

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Captain_Action

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Re: Shooting
« Reply #20 on: February 06, 2004, 12:18:00 am »

Besides the bones, and skin/hide the other "stuff" could be filed under "meat by-product".

My point being, the player doesn't need to know all the various parts, because they don't have a use for them yet.

All that's needed for me, would be a greasy spot, with a few gibs from quake.

Better yet, if enough body parts fall into the same "square" you can replace them with a generic "bloody pile of parts". Basicly a container on demand.

[ February 06, 2004: Message edited by: Captain_Action ]

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