As for guarding, I think it should affect DR, but what if we also had an option to dodge that affects AC?
We wouldn't be able to use both at the same time though, so it adds an element of strategy to how we defend.
Great Scott, EmeraldWind, is InifniSlime a new straight-up feature of this game?
They recognize obstacles now, I think.
I suppose to clarify, I was wondering if they're just a debug tool or if we're going to play this game and encounter Slime Rooms. Not that there's anything wrong with that.
Right now, they are a debug tool. I first wanted to test the hue change algorithm I wrote hence all the colors. Then I was curious at how many monsters I could spawn so I could see if it had an obvious effect (which it doesn't).
But I'm open to monster nests as a rare room as they would be an interesting thing to find. In fact, in the final version of there will likely be all kinds of Easter Eggs since I'm a big fan of stuff like that in games.
Granted, I'm still quite a ways from having anything playable... but my first release (a proof of concept) will be basically a Slime hunt. No useable items, but there will be a default attack and you'll go around punching Slimes until you die.
It will take a while though. I keep on rewriting sections of code. This is my first attempt at a project this complicated on my own, but it fun watching it grow.
As for flabort's statement, that is correct I just rewrote the player map collision code to work with monsters as well. Though I think I need to rewrite the collision code to be a bit more versatile. I also want to make Slimes avoid trying to walk through walls as well as other additions to the Slime AI.