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Author Topic: The Mass Game Design  (Read 3194 times)

GreatWyrmGold

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Re: The Mass Game Design
« Reply #30 on: September 10, 2013, 04:11:37 pm »

I add documentation, which will make people trying to debug the code later on not want to kill you all.

Spoiler: Documentation (click to show/hide)

I give up around Post #20 and will continue compiling documentation. Do you have any idea how hard this is?
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ExKirby

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Re: The Mass Game Design
« Reply #31 on: September 10, 2013, 04:18:17 pm »

Very.

Also just finished work on the physics engine. Now when pickle hits become a thing people will really start tumbling!
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Dorsidwarf

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Re: The Mass Game Design
« Reply #32 on: September 10, 2013, 04:57:12 pm »

Update: Changed the entrance from the town to the dungeon to use a ladder.
             Town now has randomly generated houses from 1 to 3 z-levels high.
             Changed the enemy cubes to Yellow.

Bugs: Ladders may not spawn in houses due to random generation.
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HFS

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Re: The Mass Game Design
« Reply #33 on: September 10, 2013, 05:19:45 pm »

-Optimized physics engine

House Bugfixes:
-Prevented houses from spawning inside one another
-Stopped physics bugs from occurring when things spawned inside one another causing the game to crash. Related to above.
-Houses can now have ladders
-A number of static [ie. not randomly generated] rooms have been added
-Several large buildings from 4-10 z-levels high were created

World Generation Bugfixes
-Player no longer spawns within ten blocks of yellow cubes
-Player no longer spawns inside dungeon
-Yellow cubes no longer spawn inside of houses. However, some static rooms have them in them already, he he
-Dungeon no longer spawns inside of houses. Now has its' own aboveground building

New Content:
-Brown cubes now spawn inside of Crypts. They are immune to swords and are hostile
-Chests now function properly, randomly have 5-10 coins in them

Things to Consider
-Still need more ally/enemy variety
-Consider renaming pickle to something else
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wer6

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Re: The Mass Game Design
« Reply #34 on: September 10, 2013, 05:35:48 pm »

Added A use for wizards And rogues, Rogues can "sneak, temporally becoming invisible, unless he is in direct view, and A dagger, which is A sword that works on only un-aware entity''s, Mages get spells, and mana,Currently only magic missile, Mana Is suppose to regen, but it isnt right now, so use magic wisely, also on A thought I added the knight class, which has the pickle.
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HFS

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Re: The Mass Game Design
« Reply #35 on: September 10, 2013, 05:51:40 pm »

-Removed any mana regeneration code
-Added mana potions. They may be found in chests and (rarely) dropped by enemies
-Added Fireball spell, has a 3-block radius area of effect, sets enemies on fire [and can harm you, he he]
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wer6

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Re: The Mass Game Design
« Reply #36 on: September 10, 2013, 06:15:49 pm »

Herm, Actualy , I got A better Idea, to do the magic system,Instaed of fast regeneration, we have slow regenertaion,mana potions, and A bunch of spellbooks, which teach you hwo to do spells, and wizards gets one, and thee is A certain "level before your be able to get it, with this, I might be able to code in "skills" for the other class's.
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GreatWyrmGold

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Re: The Mass Game Design
« Reply #37 on: September 10, 2013, 06:38:51 pm »

Despite a vague desire to retaliate for you guys not documenting your code earlier, I have finished my efforts. I also cleaned up and expanded the code a bit.

Spoiler: Documentation (click to show/hide)

What did I miss?
The part where I'm not adding all of that stuff. If we're adding it, I humbly request that someone else do a bit of documentation.

On that note, as of this documentation, buildings are generic, solid, blue blocks. If you want to enter the buildings, you'll need to specify some more stuff about how that works. Or add the Documentation yourself.
Also, I haven't added the class or magic system to the documentation. Someone who cares, please do so.

P.S. The Hall of Shame, for those who said they did something without actually giving all the requisite detail:
Coded in more PC ability's
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shadenight123

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Re: The Mass Game Design
« Reply #38 on: September 11, 2013, 01:54:51 am »

I have finally coded in the Menu.
Now you no longer directly start the game, but can choose between New Game, Options and Exit.
The Options Menu has the possibility to remove Shadows -Some users complained their graphic cards couldn't render them well-
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“There, I did something. I clapped. I like clapping,” he said. -The Investigator And The Case Of The Missing Brain.

ExKirby

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Re: The Mass Game Design
« Reply #39 on: September 11, 2013, 03:08:12 pm »

Added mana potions in chests. I've also coded in a chance system based on the rarity of all available loots from a proportion of everything. Mana potions have a 1000 spawn value-if I was to add something with a 500 spawn value, then it'd sum to 1500, the game would roll 1d1500 and if it was under 1000, the mana potion would be spawned. Simple.
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ExKirby

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Re: The Mass Game Design
« Reply #40 on: September 12, 2013, 04:06:53 pm »

Adding three spells-firebolt, torrent and vineshackle. All require the relevent scrolls to be used, costing 50 mana each and dealing damage in an area with a visual effect. Bonus damage and area if two or three different ones are used in succession.
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Urist Mc Dwarf

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Re: The Mass Game Design
« Reply #41 on: September 12, 2013, 04:09:05 pm »

Added Hp system. Each block has a hitpoint range. Added bows. These deal 1-3 damage from max of 3 tiles away, cost 3 coins. Arrows cost 5 coint for 25

ExKirby

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Re: The Mass Game Design
« Reply #42 on: September 12, 2013, 04:24:19 pm »

Added framework for skill trees. The player levels up when he deals 200 * his current level as damage to enemies. This gives him 1 skill point to put into skills, leveling them up to a maximum of 7. I've also made one.

BLOOD FURY
Prerequisits: None
For every hit you land successfully, you gain 1 Blood Fury stack. Missing an attack or being hit causes you to lose all stacks. You gain bonus damage per stack.
Bonus Per Stack: 0.1/0.2/0.4/0.5/0.7/0.8/1
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Derm would be a Half-Minute Hero boss. YOU HAVE 30 SECONDS TO FUCK HIM UP OR HE DOES IT TO THE ENTIRE WORLD!

GreatWyrmGold

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Re: The Mass Game Design
« Reply #43 on: September 12, 2013, 07:16:18 pm »

Adding a request that people document their code. Especially the class and magic stuff.
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wer6

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Re: The Mass Game Design
« Reply #44 on: September 12, 2013, 07:24:37 pm »

Made A skybox that has clouds, and if you do murder tons of cops and civies, it will go all red and demonic, like t was raining fire, if you kill tons of black cubes etc, they turn "heaven" where everything is brighter and generally more "good", if anyone can make music and implement it for this, it would be great!
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