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Author Topic: How the game handles character direction?  (Read 877 times)

frodo0800

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How the game handles character direction?
« on: July 28, 2011, 10:22:49 am »

i'm curious,as you know a dwarf happy face doesn't shows any sign of his heading,but in the game combat report sometimes we receive messages showing that an move hited the target back or it sides.
can someone explain how the game handle this?
« Last Edit: July 28, 2011, 10:40:41 am by frodo0800 »
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thvaz

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Re: How the game handles character direction?
« Reply #1 on: July 28, 2011, 12:47:59 pm »

Toady cited somewhere sometime ago there is a "focus" system to appoint to where your character is heading... it must be related to the direction to where you were going before stopping.
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Knight Otu

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Re: How the game handles character direction?
« Reply #2 on: July 28, 2011, 02:11:54 pm »

I believe this still mostly applies. We do have situational awareness now, but other things mentioned aren't really implemented yet.

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Right now it doesn't have "facing", but it has a directional bias that builds up as you attack in a certain direction repeatedly (which then opens you up to attacks).  That will be changed during the combat arc when I add something like a situational awareness skill.  I'm always wary of a strict facing.  I dislike vision cones and having to change direction manually.  It just doesn't seem that realistic, especially if you are in an alert state.  You have a neck to see all around you, which shouldn't take a turn to move and therefore you shouldn't have to control at all, the ability to use a stance that's more complicated than simply pointing in one direction (for example, how you position your legs can help determine whether you are more prone to being knocked over from the front or from the sides), and the ability to walk in all directions, not just the direction your head/body is facing.  On the other hand, you should be able to sneak up being a lazy guard that's facing away from you (rather than just using a magical sneak mode like we've got now).  I was thinking of doing momentum when you can differentiate between running and walking.
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Greiger

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Re: How the game handles character direction?
« Reply #3 on: July 28, 2011, 05:11:51 pm »

Short version is if somebody attacks in a direction they are consitered to be facing in that direction. Somebody attacking them from the opposite direction of where they had attacked gets a back attack, reducing chances to dodge, and I think either nullifying entirely or severely reducing chance to shieldblock or parry.

There are side attacks too, but they aren't as well known the exact effect.  A reduced chance to dodge is apparent, and I think there is an increased chance to hit bodyparts that have the {RIGHT} or {LEFT} tags with a reduced chance to strike the opposite.  There may also be some parry and shieldblock modification having to do with what object is being held in the closest {RIGHT} or {LEFT} flagged grasp bodypart.  But there isn't as much evidence there.

EDIT:Silly forumtags are silly.  [ replaced with {.
« Last Edit: July 28, 2011, 05:14:08 pm by Greiger »
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