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Author Topic: Armok 0.03.35  (Read 11591 times)

Toady One

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Armok 0.03.35
« on: March 31, 2002, 09:22:00 pm »

All right.  There are a few problems -- for instance, if you pick up a body part that is holding something, that item won't be printed right.  Whatever.  I'll fix it later.

The "Annoying Nonsense" Release

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Harlander

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Re: Armok 0.03.35
« Reply #1 on: April 01, 2002, 02:07:00 am »

This new one, not to put too fine a point on it, rocks!  :D

As for performance, it runs smoothly with only slight sticking when playing a titan..

Survivor mode is immense fun.. my human tried to make some trouble with the Red Ogres, but ended up being chopped in half.. he tried to escape by walking on his hands, but unfortunately lost his lower left arm.. Ever determined, he switched to walking on his remaining palm, but his other arm was severed along with his head, leaving him walking on the stump of his arm and neck..

In the end, all that was left was a bloody cube bouncing along  :D The experience gave me an idea for a couple of special modes that might work.. an extension to survivor mode, where if you can pick up a severed part and have it re-attatch, and something that could be called Sorceror's Apprentice mode, where any severed part grows into a smaller version of the player.. (stupid, but potentially amusing..  :p)

I'll keep looking for bugs and stuff. One question.. if it's possible to walk on one hand, why can't creatures walk on their tails?

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Harlander

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Re: Armok 0.03.35
« Reply #2 on: April 01, 2002, 02:20:00 am »

There's a crash bug in there somewhere.. I put a leprechaun into survivor mode and went to a titan town. The swarm of titans bashing at the little chap was quite disturbing to behold (on the radar it looked like a pulsing circle) and some titans got knocked out in the chaos... after a minute or so of smashing in real-time mode, the program crashed.
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Toady One

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Re: Armok 0.03.35
« Reply #3 on: April 01, 2002, 03:17:00 am »

Oh well.  I'll try to fix that bug tomorrow.  I noticed some strange things happening in Survivor Mode before.  Even with all the lotsalotsa problems, I feel good about the last seven days  :)  The second one might be a little harder...

[ April 01, 2002: Message edited by: Toady One ]

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Demon

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Re: Armok 0.03.35
« Reply #4 on: April 01, 2002, 08:22:00 am »

Thie looks amazing!  I'm getting it now...  And then when Joyce gets here I'll make her play too!
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Zonk

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Re: Armok 0.03.35
« Reply #5 on: April 01, 2002, 12:00:00 pm »

IT'SLOW BUT COOL!!!!!!!!!!!!!!!!
But if i press TAB he cirlces around creatures should appear and remain until i press TAB another time,not disappear after a few seconds...

By the way...IM HAPPY TO HAVE THE SURVIVAL OPTION NAMED AFTER ME!

When Slaves to Armok will be famous,by (nick)name shall become famous!

[ April 01, 2002: Message edited by: Zonk ]

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Toady One

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Re: Armok 0.03.35
« Reply #6 on: April 01, 2002, 02:58:00 pm »

I think the furry creature that Joyce liked was actually a human female :) -- the model still looks like that in the Release version (I believe).

"slow but cool"...  that's more along the lines of what I expected to hear.  I'm going to try my best to speed things up for the next release.  No more putting it off...

Yeah, I don't know why I set up the Tab button like that.  I think I was playing Geneforge too much (while I was setting up models, I also started and finished Geneforge :)  Nice game, although it has a few annoying points).

Neck/Tail stances are in.  They look a little goofy, but that's the player's choice.

Armok famous.  He he he.  That would be funny.  Right now I'm satisfied with my handful of posters and the lurker legion.  That's not to say that I wouldn't mind some of the lurkers registering and posting.  Feedback and ideas are always welcome.

Hmmm...  maybe I'll set up Survivor Mode with a list of options that you can turn off and on, to customize your... experience.

When I go to fullscreen, my creature's texture goes blank.  You guys getting that?  I had the same thing with the landscape a while ago -- I had to delete and reconstruct all of the textures when I changed the window.  I guess I have to do it again.

Back to work -- this is the last day of hassle-free programming.  Wow, I need to pick a thesis advisor soon, before I find myself unemployed.

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Zonk

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Re: Armok 0.03.35
« Reply #7 on: April 04, 2002, 09:32:00 am »

yes..i tried fullscreen on my normal PC and it does NOT WORK...but on the "portable"PC it works..and the textures become WHITE!

Ive also noticed that if you butcher some parts of a creature body,the body DISSAPEARS...i mean the IMAGE,not the object...Ive also skinned some corpses..i think the skin pieces are to big...

In the next versions,could we have a sort of "quadruped" titan?I mean...we could have "brontosaurus"...a sort of 60 megagrams quadruped witrh a long tail and neck.Actually,playing titans has no challenge because you can't fight strong enemys..even ice dragons are weak for a titan!

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Toady One

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Re: Armok 0.03.35
« Reply #8 on: April 04, 2002, 09:33:00 pm »

In what sense does it not work on the normal PC?  Locks up?  Blank screen?  I'll fix the white texture problem for the next version...  I know why that's happening.

What kind of parts?  The "extra" parts like fingers and toes do not have models yet, so they won't be represented.  One of the "clean up" issues is to give them some very basic graphics.

The skin sizes are assigned too uniformly I think -- every human skin model is the same size, regardless of the part (so the skin from a toe is the same size as the skin from the entire upper body).  That's another clean up concern in my list.

I've been making some progress with speed.  I did a few things today which should help.  I think the last thing I'm going to try to optimize for this version is the speed of the creature AI, then I'll need some more feedback to figure out what sorts of things still seem slow.

I'm also going to do some things with growths for the next version -- I need to get all of that done so that when I get tired of clean up, I can make the motif (mammal/reptile/etc.) editor.  It requires that the information on growths be finalized (to some extent).  Once we have the motif editor, we can almost immediately have real reptiles, bugs, birds, squids, etc. etc. etc. etc.

I'll put in a large quadraped -- I can't control how large the neck and tail are any more than I can control the fact that a human has a tail though.  Not yet, anyway.

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Toady One

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Re: Armok 0.03.35
« Reply #9 on: April 05, 2002, 12:35:00 am »

I see what you mean about skinning things now -- I was only butchering them.  The sizes are fixed now (there's still the uniformity problem I mentioned earlier).
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