First,a talk about pre-generated weapons...
In the not-so-near but not-so-far future,when a LOT of
pre-generated weapons will need to be added
could i help in definying the standard attributes
of the various weapons?Since i have a lot of spare time,i could
compile the files with the attributes of each weapon.I could
even write the description,if you wanted.
I suppose each weapon primary component will have about 9 things:
general weapon type
type of damage caused(Slashing,Blunt,Point)
base damage caused or maybe this is "auto-calculated"from weight
and other attributes OF THE WEAPON
dimensions(base weight,reach/height and width?)
speed
cost
balance?
Description.Maybe different description for different components,
when you look at an item you get the description of all components,
one under the other.
These are all BASE things,and all these attributes will SURELY change
depending on the material the weapon is generated.In a standard
universe the default material could be iron,right?
As primary i mean the blade/component usually used to attack the enemy,
though the other components could have less attributes(a sword handle
could have a cost,if one broke it's handle and wanted a new one,but i
don't think a sword handle will have some complicate things like
other weapons).Also,cost for weapons should be:
[(Cost of all components and materials used to build it,including
the raw material)+(Cost for the work of the builder)+/-(a % depending
on the quality of the weapon if the shopkepper is honest)]* 100%
normally,modified by varius factors and by a sort of "Haggling Skill"
Im willing to compile(i get the file with the basic structure
all the weapons and their attributes) the files with a lot of weapons,
even if there is no program editor and i have to edit some BIG *.txt
files.Also,we could divide the weapons in varius txt files and
different people could put the attributes for different weapons.Like
we couldhave a polearms.txt,swords.txt,macesandclubs.txt ecc.ec...
I think not only should we have long/short swords,club,maces,halberd,
daggers but also many variuous pre-generated weapons,especcialy
weapons typical of certain countries.Here's a little list:
Variuous Weapons:
Bastard Sword(a one-and-half sword),Katana(japanese long sword),
Tulwar(Indian deadly curved short sword),Kriss(Indian "snake-like"
knife),Gladius(short but large sword used by gladiators),
Rapier(not very good at damaging but very fast),
cho-ku-no(chinese crossbow),tanto(a bar of metal connected to
another bar of metal by a leather string,japanese ninja weapon?),
Sap(for knocking out opponents),Halberd with spike(useful againist
cavalry),Hook(useful for hand-less players and pirates),Clawed
Gloves.
Also,i think that some weapons could be used as tools and some
tools as weapons.For example,it would be possible to use a weaponsmith
hammer to fight,but it would be less powerful than a battle-hammer.
Also,for chopping trees,there could be different types of axe,including
battle axes,thus for a woodsmen it would be a good idea to become
expert in manipulating axes.
Another idea i have is to allow people to download text files with
new pre-generated weapons(or creatures or other things)
and paste them into the base files or just keep them in specific files,
and,when the world is generated, allow to choose from what files
will the pre-generated things be taken.
Also:
Allow to choose how to use the blade of a weapon:
for a slash or for a "point"attack.
Lighting:Maybe if a creature is clad in metal armor
during heavy rain...he could get struck
by lightings/thunder.Might also be used
to animate creatures like Frankestein.
Or,if someone is about to get the killing
blow from an enemy,the enemy could rise it's
weapon(why don't they just slit the enemy throat?)
and get hit by lighting!
Sweat:If we have blood for wounded players,why not
sweat for tired ones?Also,sweat stinks so one might
stink if he doesn't clean/bathe himself,and the people
might shun him.
DON'T remove the option to hit oneself,but make it so
that when one does WANT to hit himself,he can hit
himself in almost any part he wants(this way i could test
the effect of having a knife in tjrskull)without any
need to make rolls for hitting ecc.ecc...
A different thing is if you are wearing a cursed sword
that,while still in your hand,tries to behead you.
I altready read about it,but will it be possibile to have
some options for choosing not to kill a creature but just
stun it?Like,for example,if there is a creature that i could
kill for a simple blow,could i set the options so there's
a chance based on my item wielding skill and other factors
that i just stun it(of course he gets wounded).This way it
would be possibile to make a mistake and kill a creature
the player wanted to stun.
AI:A basic thing is that if the player attacks members of
it's race,they should react and attack the player.Also,
rats should just run,and rats should be ignored by Humans
and Red Ogres(unless Red Ogres eat rats).Homewer,10-15
rats could try to to kill a gnome.
Fighting/hitting multiple body parts:Might it be possible to
hit multiple body part with one blow without bypassing them?
For example,a well-done slash could cut one skull,broke
several ribs and maybe cut a leg.
Also making an hole a creature torax with a punch and grabbing
his hearth,then the creature is dead and you have it's hearth
in your hand.By the way,powerful evil warlocks like to do
this.
Someone probably altready said it,but will it be possible
to play oneself?Like you could have asked some questions
during character creations,like if you practice sports
and similar things.Also,the possibility to create
"super" characters without any penality and to create
pre-made scenarios(where the creator set's what pre-generated
things will be used)and world editor were one could be
able to create the maps...He could put random elements or
things lice a bear cave ecc.ec..
I REALLY mean that the player could draw the map,like he could
make a scenario in a castle ecc.ec..I myself want to test if a
VERY powerful HEAVILY armed Warrior can kill an army by
placing himself on a door thus killing the enemies one-by-one.
Okay,im mad...
Also,actually,you(Toadyone)said Attributes are "scaled".
You also said you will put a number other than 150 as
standard attribute...100 maybe?
An Human with 150 Dexterity is faster than a Red Ogre with the
same Dexterity.But,i have a question.An Human with Strenght
250 is and 1.66 times stronger than an Human with Strenght 150?
Or he is about 2-3 times stronger?I think the first option
is easer to code,since you don't have to do strange bonus
tables(like D&D,it's also irrealistic and does not allow for
very high numbers,wich we could get with the random species)
Also it allows for easier confrotation between characters
for debugging.And it's better if we have spells/things that,for
example,make you 10 times stronger.
Even if,in the future,you will not be able to see your
attributes as numbers unless you turn on some option.
If 100 is the attribute of the average men,the Highest
attribute an human could reach will be about 400 in a
non-fantasy universe,right?Maybe this limit could be higher
for Mental attributes and a bit lower for Strenght,Endurance
and Dexterity.Maybe in the status attributes,for debug/testing
purposes,you could see the "scale"of your race in that at
attribute,in confront with the human average.
Like a Red Ogre(Im always talking about them,they
are my favorite race)could have on his status screen
Strength(x5):High(150, IP:0)meaning the average Red Ogre
is strong as 5 average humans.This is in a standard fantasy
universe where humans are the scale(usually).
In an "animal"world, the creature with a Strenght scale of
x1 might be another.
Magic items could change the scale of the attributes or
just grant a "special bonus".
Weight:How much weight can a creature carry?I think a good
formulae could be (Weight of the creature)*(Strenght/100)
Also,i think that it should be added the possibility to
push/pull/drag items,allowing to move greater weights.
Graphic:Could it be possibile to have a complete image of
a creature by looking at it(including the player).
It would be a big version of the image of creature,
but with some "comphrensible"pictures for armor and weapons.
Of course,these images would be 2d and would be optional
(you could not download them if you wanted)
Alchool:Could a player drink a HEAVY alchoolich beverage,
then fart holding a torch to his mouth to shout fire to
impress people or kill enemys?
A question.I put the game in full window,normally
it's VERY SLOW but this time the FPS was about 20.But the
ground was no longer green..it was the color of the sky...
is this a bug?If not,can i make it happen another time?
So i can play faster(at the expense of having light blue grass)..
Also,another question..if,in the future we will have a new 2d version,
will it be possibile to import universes/game file from the 3d version
to the 2d version?I mean,modifying the graphic involves modification
to the game(species/universe/ecc.ecc) files,right?
Also,what is the italian translation of motif or some english words
wich describe it(i tried on the english/italian dictionary but i did
find it)?Motif are a kind of "enlarged"kind of species right?Mammals,
Reptile,Fishes,Amphybies(Frogs,Toads,Salamander),Insect,Birds and
others.
Will we also have "vertebrate"and "invertebrate"?Maybe insectoid
creatures are treated in a particolar way because they have a
"chitine"armor.Maybe insectoid creature could,growing,shed their
old skin and get a new skin.When without the skin,the creature
would be very weak.Also lobsters and skakes shed and change skin.
Maybe body familiarity skills could also be useful for cooking
animals/preparing them/skinning and other things(including
extracting poison).A snake-hunter could be expert at cooking
them(he would have a normal cooking skill but a high body familiarity
skill about them)
Necromancer/Corpses:what about rotting making you unable to recognize
the race of a corpse?After 3 days,the corpse of an human called
"Guy" might just become an"human corpse"and after 6 days just an
"humanoid corpse".Of course Body Familiarity skills help.Maybe
you could treat a corpse to make it last longer.Useful for trophies,
i think the pratice is putting straw in a creature body(can't remember
the verb).Also (realistic)mummyfing could preserve corpses.By the
way,i was thinking...with the fantastic body part/function system,
it would be a lot easier for undeads,right?A normal human could be
transformed into a mummy just by killing it,removing some organs,
putting bandages and oils on and casting a spell/ritual.If the organs
aren't removed,the mummy rots...and stinks.By the way,if a mummy
bandages are removed,the flesh under them is greenish/blackish
but not rotten.Also,you could make "Frankestein"type monster
using the body of an humanoid(especially ogre).Also organ/limbs
transplant.You could loose your natural arm and get a metal artificial
/demon/something arm.Or,for pirates,you could get a wooden leg!
Exercies:We surely need it.I read it on The Future page,but i also
thought about weight-lifting and pushups to train Strenght and
Endurance.
Swimming in Blood:If a player kills MANY creatures in a small closed
place,maybe he could REALLY swim(and drown)in their blood
Some ideas for pre-made test scenarios to play-test varius
features:
Bar's Brawl:Yu start in a Bar,all the weapons you can
use are your strenght and chairs/tables/bottles that
you can break on tables.The enemies are varius drunk guys.
Maybe the player is also a little drunk?
This is to test the effects on alchool,using various items
as weapons and item breakage.
One againist all:You must conquer a castle ALONE.The player
is some sort of monster/giant.Maybe a titan?Toadyone said he
tested a Titan and they are 150 tons and 1000 times the size
of an human.This is to test varius things including the
possibility for the Titan to attack the soldier on the castle
walls(Titans are VERY TALL)or break the gate with a kick.
Run the Gauntlet:In this scenario you just have to run
bypassing the enemy lines.Maybe you have an horse.
Allow testing of riding(with the horse),ranged weapons
(enemy soldiers shooting at you),and fighting from
horseback.
Military Training:A simple scenario.You have to pass varius
test,including jumping a small pond of water,crawling,
climbing ecc.ecc..This allows to test movement stances.
Attacking ANYTHING:What about allowing to attack anything(not only
creatures)with a all-attack/wielded item use mode(pressing number 3).
In this way you could attack(DIG)mineral veins with your pick,or break
a bottle on a table(thoug i would prefer to break it on an enemy,so
the first blow does more damage).Of course,unless it's dark/you are
drunk/blind you nevers miss items.Other things could be chopping
a tree by "attacking"it(you could use an axe but maybe an halberd
would also work)or cutting plants by attacking them with a Machete.
Or just to smash items to have fun.Maybe,by the way,you could also
aim at the items choosing what component of the item you want to
attack.If you select a VERY small component,you might also miss and
hit the larger component.
Also another question about bug/features...could you make a
debug menu or don't remove the varius debug keys that you put
in the game(until a more complete version)?They could
be useful not only to you(Toadyone)but also to the various people
who test the game...I got the idea when i read in the old December
news the fact that,about one year ago, you could make creatures fly
up 10 feet by pressing Y.
By the way,im also trying to download the OLD 2d version,since it
was a bit more stable and faster.Also it was cool and some nice
things,so i can play while i wait for a faster Slaves to Armok.
Could somebody send me the Directx 2d (or directx-less r both)
version at zonk1000@yahoo.it?And is DRAGSLAY be avaible for download?