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Author Topic: Armok 0.03.28  (Read 12214 times)

Toady One

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Armok 0.03.28
« on: March 03, 2002, 05:42:00 pm »

The "Run By and Aim for the Eyeball" Release has been posted at the Download Page.

Let me know how/if it works.

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Demon

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Re: Armok 0.03.28
« Reply #1 on: March 03, 2002, 05:58:00 pm »

Yay!!  Just got it!  I'll go test it out now...  I doubt if I'll be back on here to tell you abuot any bugs, however...
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Demon

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Re: Armok 0.03.28
« Reply #2 on: March 04, 2002, 05:35:00 am »

The new release is great!!  Right now I'm practicing with Vut the kobold.  I weakened him to where he cant attack anymore but will still come at me, then I set my force to nothing and poke him for hours.  But just now another kobold snuk up on me and killed me...  Curse Chewuvud!

There are few things that arnt worthy of their own releases that I'd like to see.  Could we view a description before we pick a race?  With random races and different sexes/castes its impossible to know what youre choosing until after youve chosen it!  When are we going to be able to save and load characters?  After were dead, how about a status screen that compairs our initial stats to our final stats?

Did you notice that you have weight (measured in force) being expressed in grams (a unit of mass)?  Newtons are the weight unit for SI and are 9.80665 times bigger than a kilogram.

It seems like when I set my force to just one pixel stronger than minimum I'm still killing people.  Is that a bug?

Why dont the animals bite??  Who ever heard of a lion or wolf kicking?

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Harlander

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Re: Armok 0.03.28
« Reply #3 on: March 04, 2002, 07:18:00 am »

Pedantically, 9.8 newtons are approximately 1 kilogram, rather than the other way around. So I guess 1 newton would be (very) roughly the force of 100 grams of mass sitting on you. I haven't downloaded the new version yet, being at uni, but when I get home I'll have a look at it and report back.
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Toady One

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Re: Armok 0.03.28
« Reply #4 on: March 04, 2002, 09:50:00 am »

All of the minor modifications you mentioned were planned for the "Life Beyond Curses and Dead Parents" Release, which is actually a long way off -- that doesn't mean that that release (or elements of it) can't be moved.  The only reason I put it so far down was that for actual character creation we'll want to have the civilizations and other entities fleshed out some more.  Everything you mentioned is independent of that -- I'll think about how to split up these releases reasonably...  I think I only need to hold off the player history and starting location generation until a later date.  The rest I'll move up to either just before or just after the 3D models/displaying liquids release.

Whoops...  that should read "Mass".  I haven't even added gravity yet (I just have the silly pseudo-gravity that teleports you down from building tops).  Once I add gravity, I can use weight measurements with the appropriate numbers and units, and we can also throw things and fly around :)

I just tried out the force sliders and got that too -- I'll test out the numbers in a couple of days (the next few are busy math-wise).  It could be that the numbers are right and that the forces are just very high, so that 2% is still major damage.  I'll have to balance the numbers better.

The problem with biting right is that creatures have no teeth!  Little oversight in the mammal generator :)  Even so, you might notice that almost all mammals have claws at the tip of each finger right now, yet they never use them.  This is because growths (like teeth and claws) can't be used in attacks yet.  I have to adjust some code for that to be possible.  A similar problem makes it so that you can't injure or sever growths yet.  More minor adjustments that need to be made...

I think I'll just have to sprinkle all of these minor changes (plus a page worth I have here) throughout the releases in some reasonable manner.

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Demon

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Re: Armok 0.03.28
« Reply #5 on: March 05, 2002, 12:33:00 pm »

Why dont people get injured from hitting other people unarmed??  It seems that hitting someone with my head as hard as I can would cause my head to be hurt quite a bit...  Its simple action/reaction:  you hit me back exactaly as hard as I hit you every time.

[ March 05, 2002: Message edited by: Demon ]

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Toady One

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Re: Armok 0.03.28
« Reply #6 on: March 05, 2002, 03:44:00 pm »

Yeah, someone had mentioned that in the forum a long time ago -- during that last future update a few days ago I put the following in the Combat section:

"Damage to Attacker:  An attacker's item is damaged during the attack -- the same should be true for unarmed attacks, depending on the relative durability of the materials striking each other."

I already apply an equal force on attacking weapons, which is why they become damaged.  The only reason weapons don't break every time is that they are made of steel which is much more durable than any body material currently in use.

I have no idea when I'll add this, but it wouldn't be too hard.  There are So many little tweaks sitting on the back burner right now...  it's getting kind of ridiculous :)  Maybe over my Spring break I'll put off whatever release I'm on and just work on these.

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Harlander

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Re: Armok 0.03.28
« Reply #7 on: March 06, 2002, 07:43:00 am »

Damage to one's own limbs could lead to some nasty situations if one is transformed into an unfamiliar body...

[You headbutt the monkey.
You've critically overestimated the neccesary force. Your head explodes into a shower of blood and brains. You die. -more-]

Heheh.

Also, I've found a bit of a bug in the fullscreen mode of the current version. The click zone doesn't line up with the buttons - instead, it's somewhere above it if I remember rightly.

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Toady One

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Re: Armok 0.03.28
« Reply #8 on: March 06, 2002, 09:35:00 am »

He he he.  And if you start fighting a new monster, even if you are familiar with your own body, and it has steel bones or something, you could run into the same problem.  In that case, you could even hack into it with a weapon, get halfway through its body and have the blade shatter on the creature's spine.

The buttons are working right for me in fullscreen mode, but I'm not surprised if there's a problem.  When I tried to use Microsoft's recommended way of changing the window, I got a mess on my screen, so I had to come up with something myself.  It works on this computer, but it is the only one I have to test things on.  That makes this kind of bug hard to fix, since I won't be able to tell when it works, but I'll see if I can come up with something more standard.

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Harlander

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Re: Armok 0.03.28
« Reply #9 on: March 06, 2002, 03:15:00 pm »

One other thing I didn't notice before was that in the creature descriptions, some parts are described as being coloured 'dark white' or 'light black'.
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Toady One

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Re: Armok 0.03.28
« Reply #10 on: March 06, 2002, 03:33:00 pm »

Right now I just have really general color structures:

enum Colors
   {
   COLOR_RED,
   COLOR_BLUE,
   COLOR_GREEN,
   COLOR_AQUA,
   COLOR_PURPLE,
   COLOR_YELLOW,
   COLOR_VIOLET,
   COLOR_GOLDEN,
   COLOR_SILVER,
   COLOR_COPPER,
   COLOR_BROWN,
   COLOR_BLACK,
   COLOR_WHITE,
   COLOR_GRAY,
   COLOR_BEIGE,
   COLOR_ORANGE,
   COLOR_PINK,
   COLOR_PEACH,
   COLOR_TAN,
   COLOR_AMBER,
   COLOR_LAVENDAR,
   COLOR_HAZEL,
   COLOR_CHESTNUT
   };

struct colorst
   {
   short color;
   short shininess;
   short lightness;
   short transparent;
   };

It doesn't restrict the "lightness" variable for COLOR_BLACK and COLOR_WHITE right now, and it doesn't recognize that "light black" and "dark white" should be something like COLOR_GRAY :)  Although... there should probably still be some distinctions -- objects could be black like the jeans I'm wearing (regular "lightness" black), or black like the never-beating heart of the dark lord of the shadow world, which is probably darker than my jeans.

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Alanor

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Re: Armok 0.03.28
« Reply #11 on: March 06, 2002, 05:16:00 pm »

Actually, i think that the heart of the dark lord of the shadow world is more of a muave.
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Alanor
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Re: Armok 0.03.28
« Reply #12 on: March 06, 2002, 06:31:00 pm »

Ah yes, but his jeans aren't mauve are they - or at least I hope not.  :)

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