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Author Topic: Armok 0.03.29  (Read 12490 times)

Toady One

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Armok 0.03.29
« on: March 16, 2002, 08:28:00 pm »

All right, I put the next one up.

"You Can Pick Things Up Again" Release

I think look and target mode still need a little touching up, but the next version (that introduces corpse processing) will step on them a bit, so it wouldn't be wise to do it now.

Let me know if it works.  I changed the way I did fullscreening.  I don't know if it will fix anybody's problems, and it might introduce new ones.  I'll keep trying.  I might have to add some detection for video modes if Zonk doesn't have 640x480x32.  I think I can do other modes with virtually the same code (thanks to OpenGL), so it shouldn't be a big deal.

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Demon

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Re: Armok 0.03.29
« Reply #1 on: March 16, 2002, 08:49:00 pm »

I thought you wernt gona make it for awhile there...    :roll:
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Toady One

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Re: Armok 0.03.29
« Reply #2 on: March 16, 2002, 09:48:00 pm »

Hey, I release on Pacific time  :cool:.  It wasn't even close.

Maybe I should do some more today!  I mean, it's going to start getting fun to program now.  How best to encode dismemberment...

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Demon

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Re: Armok 0.03.29
« Reply #3 on: March 16, 2002, 10:14:00 pm »

Pacific time is a sham and everybody knows it!

Can you develope techninuqs/moves by using soemthing thats not familar to you yet??  I started using other weapons and I dont think you can...  maybe I didnt get skilled enough...

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Toady One

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Re: Armok 0.03.29
« Reply #4 on: March 16, 2002, 10:52:00 pm »

He he he.  West side!  Man, I've seen that movie Deliverance, so I know what it's like back east.

You can't learn them yet -- a style/technique represents learning something fairly specific, like studying techniques in Jujitsu or Karate.  You can gain generic skills with those unfamiliar weapons, but right now you don't learn any techniques from a specific style out of thin air.

I'm not sure how that should work in the end -- when I flesh out the current "civilizations" you'll be able to pick up styles from a teacher.  If you get very very good at a particular weapon skill, you should probably be able to invent your own style, even if you don't know any other styles with that weapon (then subsequent players would be able to learn that style in later games :)) -- that Creativity attribute will probably come into play here as well.  The process of developing your own style might work in a number of steps, so that fairly early on you can start developing a few of your own techniques and so on, they just wouldn't be very good (ie learning a more traditional technique from an established style would provide better bonuses per skill point).  Maybe if you make some kind of "critical" roll against your skill and Creativity you can come up with a really good move.

I'm also going to add descriptions for the styles and techniques over the next few releases (probably in the Clean Up release right after models).  Then the inner workings of each move will be more transparent, and you'll be able to make better decisions about which moves to use and develop.

Maybe for the "Mayhem Visits the Quaint Thorpe" Release (when I do shops), I could throw in style teachers so that you aren't always at a disadvantage if you switch weapons.  That's only 8 releases off  :D

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Stelek

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Re: Armok 0.03.29
« Reply #5 on: March 17, 2002, 04:01:00 am »

Looks like game is coming up quite fast.

Game runs fine on my computer about 100 fps.
I have 600 athlon with 256 megs and geforce 2 with 64 megs, but it would be strange if game would not run fine on this system  :D .

Game have some strange features right now like: Humans with three toes and tail.
It is not so strange that I stand on my head with no help of hands, but when I can move in that stance quite fast...  ;) ).
When projectile weapons are ready, can you see arrow flying through air to target or will it just teleport right to target?
If arrow would actually fly, so could some very fast creatures even out run arrow?
Could you use indirect fire, like lobbing boulders over wall?
Will there be building damage?(Picture catapults storming castle. Or mage exploding house to smithereens with fireball.)

Keep good work going!

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Demon

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Re: Armok 0.03.29
« Reply #6 on: March 17, 2002, 07:51:00 am »

Did you notice how wierd the targeting lines get if you try to look with the cursor and youre already targeting something??  Also you should make that cursor move at a minimum of fast sprint.

I THINK you need to take another look at stamina and ask yourself: do humans constantly pass out due to exhaustion from walking?  (yes, walking not fast walking!)  Definately should get stamina back faster (and regen it faster according to stamina not just have more to use up based on stamina).

I think you also need to delete old messages when you go to real time, otherwise you have to hit space bar 20 times when you switch back!

Is there some way you could abstract time when you pass out? (anytime soon)

I found a crash bug...  I set the game to real time and started attacking a female human (I was human too).  I set my movement speed to really slow in hopes that I'd get a little stamina back while chasing her.  When I woke back up 8 hours later (my not the character) I was just sort of staning there still targeting her, with half my stamina.  I switched back to turn based (since NO buttons work in real time) and clicked my physical advancement button.  The more thing came up in my message bow and when I hit space one of those fatal error windows appeared and the game closed.

[ March 17, 2002: Message edited by: Demon ]

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Toady One

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Re: Armok 0.03.29
« Reply #7 on: March 17, 2002, 11:33:00 am »

Stelek,

From Tom's board?  I remember that name from somewhere.

Well, yeah, humans are messed up right now.  That won't be fixed for a while, until I program an editor for creatures (very tedious).  I haven't fully implemented growths (hair/claws/teeth) yet -- they will be completed four versions from now :)  IF things keep going at the same rate, four versions isn't so far away, although I anticipate a slow down after Spring Break because I'm teaching a couple of huge calculus sections that quarter  :)

I haven't completely thought out projectiles yet, but they will have to follow a path through the air to avoid going through walls...  I think their flight will be visible.  Let me check the plan...  he he he -- stuck-ins come right before projectiles, so you'll be able to see arrows sticking out of critters after you hit them.

I'd have to change the targeting system slightly for indirect fire, but I haven't done missile weapons yet -- maybe when you are targeting a missile weapon the game can plot out its projected path...  even arrows are affected by gravity, so you'll probably have to use indirect fire for everything (you can still just click on creatures to shoot at them -- it won't be a lot of work).

Right now the buildings are just props.  There will be more info later, so that they can be destroyed.  Of course, before mages explode houses, they'll be exploding people.

Demon,

He he he -- those awful targeting lines have been fixed.  I noticed that about 5 minutes after I posted the last version and was just too lazy (or too exhausted after a hard day's work :)

Message handling is fairly ratty.  I also don't like it when I'm walking and drop something heavy -- the message just flashes on the screen briefly (in turn-based).  I never tested Real Time much, I'll try and fix up all of the bugs for next time.

I'm not sure about the crash bug.  I'll look at that too.

Perhaps today shall be designated a clean up day.  Corpse processing and first aid won't be all that bad -- I still anticipate a March 21st Release!

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Toady One

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Re: Armok 0.03.29
« Reply #8 on: March 17, 2002, 01:11:00 pm »

Stelek, I remember now!  You're the person that posted that Armok message on Tom's board.  He he he.
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SkeleTony

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Re: Armok 0.03.29
« Reply #9 on: March 17, 2002, 11:06:00 pm »

And I AM the person who scolded him for trying to enlighten the enlightened!

Well...I didn't actually scold anyone.In fact IIRC,I was very nice in my reply...I might have even used smileys.

Oh for cryin' out LOUD...I don't DESERVE to play a game like Slaves to Armok!The God of BLOOD should have me twisted up like the spineless pretzel that I am!

Well...download is complete so I am going to go check out the new Armok,then I have to get back to this VisBasic thing I am working on (I know,I know..."real programmers don't use VB."Good thing I am not a real programmer  :)),then I have some more graphics stuff to do,but sometime later I will give you a full report on how StA:GoB V.0.3.29 runs on my pc.

LAterx

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Stelek

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Re: Armok 0.03.29
« Reply #10 on: March 18, 2002, 03:21:00 am »

So I dont think that games name was so good.
That is beacuse of what I read from Armoks future pages and it sounded like so great idea, but somehow it didn't IMHO fit to backround story(to that god of B*L*O*O*D).
Well atleast it is change from many other creation stories, but I am not a very big fan of "gods of bloods".

But ofcourse that is only my option, so don't get angry beacuse of it.

And ofcourse take this brochure...
 ;)

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SkeleTony

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Re: Armok 0.03.29
« Reply #11 on: March 18, 2002, 07:30:00 am »

Hey I hear ya'...I am not a fan of "gods" period (but I think they have their place in a fantasy roleplaying game  ;))but I think you've misread me here.I wasn't even aware you didn't like the game's name and my above post was a joking reference to when you posted at the Natuk message boards and I replied with something like "yeah,we already know who 'whatshisname' is..."

Brochure...?

Uhh...I already got one,thanks <Frantically>.

BTW Tarn,Game still runs at 15-16 fps no matter what I do.Maybe it's because my onboard video card is draining too much for the cpu or something(it's a 32 meg SiS 750 or something 3d accelerator).

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Toady One

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Re: Armok 0.03.29
« Reply #12 on: March 18, 2002, 03:19:00 pm »

15-16 FPS will be great for the models -- those of use with faster frame rates won't be able to enjoy severs quite as much.

Hey Demon, what did you mean about the real time buttons not working?  Do you mean how the advancement notices scroll off-screen before you can read them?  Or something more general about all of the buttons?  I'm just getting the scrolling problem.

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Demon

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Re: Armok 0.03.29
« Reply #13 on: March 18, 2002, 04:00:00 pm »

About 80% of the time if you his a key like s or c nothing happens.  You have to repeatly tap them to get the screen to come up.
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Toady One

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Re: Armok 0.03.29
« Reply #14 on: March 18, 2002, 04:40:00 pm »

I don't have that in general.  If I'm just standing there in real time and press 's' or 'c' I get the screens.  If I'm chasing somebody, I can't pull those screens up.  Is that what you mean?  Or if you start the game (no enemies around) and go to real-time, do you have this problem?

I can fix the chasing part.  Originally that was intended to keep actions from stepping on each other (like if you chose to drop something mid-swing), but I can tease apart the distinctions more than I am now.

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