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Author Topic: Armok 0.04.00  (Read 15364 times)

Toady One

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Armok 0.04.00
« on: July 14, 2003, 06:22:00 am »

Here we are:

The "Wholesome Fun" Release:  Armok 0.04.00

The spell targeting interface could still use some work, and there are plenty of things left to do, especially with regards to the nuances of moving cursors and setting up targeting locations.

The Plan and The Log have been updated to reflect the current state of the project.

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XLurker

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Re: Armok 0.04.00
« Reply #1 on: July 14, 2003, 08:53:00 am »

Thanks to some strange twists of events I now have the time to test this new version.   :)
So Im having fun with it right now.
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XLurker

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Re: Armok 0.04.00
« Reply #2 on: July 14, 2003, 12:14:00 pm »

After testing it for a while I have noticed some strange things:

There seems to be something wrong with blood:
As soon as a creature bleeds the blood starts to appear and dissapear in short time intervalls.
It also seems to form clouds for no apparant reason (I checked the room temp).

Im under the imperssion that humans tend to be "tougher" than before.
At least the summoned ones are.
Even if I blow up their hearts they still manage to walk around for quite a while.
And in case I blow up an arm or leg they dont bleed to death...Im not sure but might this all have something to do with this "blood bug"?

Switching resolutions works.
All of the spells seem to work fine so far.

Things still fall below the earth but unless Im wrong this issue hasnt been touched yet.

I do not know if Im supposed to see spell icons during the game,at least I CANT see them.

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Toady One

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Re: Armok 0.04.00
« Reply #3 on: July 14, 2003, 02:32:00 pm »

I hope the strange events didn't involve involuntary downsizing!

I'm still thinking about the blood bug...  I noticed it when I was testing, but I couldn't figure it out immediately.  So I just posted the game, in the tradition of sloppiness.

I think humans have more blood than before.  When I was doing Zonk's weight fix, I found that part of the problem was that humans just didn't have enough blood (they only had one liter/re!)  Now they have more (I think the average is 4.7L...  that's what I found on the net anyway).  Once I fixed that, and got the units to agree, the weight adjusted naturally.

As for their hearts, the spell either isn't causing enough pain, or the game doesn't recognize that the person would start having immediately problems.  I think the way it kills them now is to slowly kill their tissues through lack of circulation/oxygen.  The rate at which that process occurs in the game has nothing to do with reality.  I guess a person would also get a really nasty colorful bruise if the heart blew up...

Hmmmm...  if you hotkey a spell in the magic menu, you should see its icon under the quick action menu.  If a spell is active (a good one to test is the Ball of Splat), and you are on the active spell menu, you should see an icon there.

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XLurker

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Re: Armok 0.04.00
« Reply #4 on: July 14, 2003, 04:05:00 pm »

quote:
Originally posted by Toady One:
<STRONG>
Hmmmm...  if you hotkey a spell in the magic menu, you should see its icon under the quick action menu.  If a spell is active (a good one to test is the Ball of Splat), and you are on the active spell menu, you should see an icon there.</STRONG>

My mistake.
Altough I do not know how to hotkey spells I have managed to spot a spell icon while a spell is being cast.

As to the "heart attack",I know that the game isnt meant to be 100% realistic (at least not yet   :D )but since I have experimented with these kind of spells before I just noticed it.

BTW As it stands right now it is very well possible to simply kill another human by just kicking his head with your bare feet.
Just as if the bones of the skull wouldnt protect the brain.
The same is true for other organs that should be protected by bones.
Im not 100% sure but I remember that the release with the villages (0.03.5) handled unarmed damage a little different.
At least I noticed that in this release a lot of kicks lead to serious inner damage,even without much practice.

[ July 14, 2003: Message edited by: XLurker ]

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Toady One

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Re: Armok 0.04.00
« Reply #5 on: July 14, 2003, 04:20:00 pm »

Of course, my own documentation of the game is stellar, so I don't know why I'm writing this  :D, but to hotkey a spell, you press F1-F12 on the spell's name either in the list of all the spell/effects in the magic screen, or in the cast menu in the magic screen.

He he he...  at least with heart detonation, I'd like to also have some internal collateral damage as a result of a violent explosion occuring within the body...  the game could make the chest kind of bulge out for a split sec...  <shudder>

The combat release is going to address the body part damage (kicking etc.) problem.  However, I'm slated to do a little work on it in the items version as well.  The skull should encase the brain as it stands (although it is probably not working -- I'll check it out).

Just to note the current impoverishment of the system in case people haven't braved the editors or the creature descriptions, humans currently do not have ribs, stomachs, small/large intestines, kidneys, spleens, pancreases (sp?), pelvic bones, esophaguses (sp?), ETC...  I need to add intestines before the combat release, because I plan to be dragging them around by then.

[ July 14, 2003: Message edited by: Toady One ]

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Demon

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Re: Armok 0.04.00
« Reply #6 on: July 14, 2003, 09:41:00 pm »

Denim and I once made a human complete with rib cage, but sadly it didnt seem to help much...
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Toady One

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Re: Armok 0.04.00
« Reply #7 on: July 14, 2003, 11:14:00 pm »

I just looked things over...  with the new trees, I disabled body relations (like encasing) until I put in the code to allow for players with tree-like bodies (that is, bodies that have random numbers of parts).  That should explain some things, although your ribbed human probably predated that change.  The code just doesn't work yet.

Anyway, I went through and reorganized a lot of crap.

Here are the pages:
The Plan
The Immediate Plan
Clean Up

I think it's safe to say the item release is a good idea for the next version.  After that, we'll have to figure it out.  I'd still like to do Quaint Thorpe after that, although there might be cause to add in some kind of basic stone-age tent/etc. version first, to break it up into pieces that can be managed.  The rest is up for grabs, bearing in mind the things we've discussed before...  hmmm...  I really have trouble deciding between combat and caves.  Those will both be awesome.  Dammit...  if it weren't 85 in here I'd be more lucid...  pfft...

[ July 15, 2003: Message edited by: Toady One ]

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Ashelus

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Re: Armok 0.04.00
« Reply #8 on: July 15, 2003, 10:02:00 am »

Mm! Dendritic Critters!!
Can't wait until you've put in tentacles and proboscuti and prehensile tails 'n stuff!
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Renaxer

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Re: Armok 0.04.00
« Reply #9 on: July 15, 2003, 03:21:00 pm »

Eh... is it normal for the ground to swallow the tree whole after you casted a spell on it.. like the one that goes: boom

I aim for the trunk... it goes a bit into the air... then sinks into the ground... really deep.... sometimes it still shows a few leaves showing... maybe a branch out of the ground... or is that just the remains or something?
Cause when it went in the air it was huge...

[ July 15, 2003: Message edited by: Renaxer ]

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Toady One

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Re: Armok 0.04.00
« Reply #10 on: July 15, 2003, 05:08:00 pm »

When you blow it apart, it turns into a bunch of projectiles.  The ground collision code for projectiles is not working, so they just sink through the ground.  The next version (the one with missile weapons and throwing) will fix this problem.
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Harlander

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Re: Armok 0.04.00
« Reply #11 on: July 16, 2003, 05:41:00 am »

There's a slight oddness in the current version... when playing as a face horror, the whole thing just dissapears when doing a physical attack. Sounds, attack damage etc. still happen... but, to quote from Nethack, "Gee! All of a sudden you can't see yourself..."

Heh heh.

Got to go, I've just had a vision of someone stalking me... oh, never mind, it's dissapeared...

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Harlander

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Re: Armok 0.04.00
« Reply #12 on: July 16, 2003, 05:57:00 am »

Fiddling with the text-expansion settings in version c fixed odd-looking text.

Also!
*bounces up and down*
I have a suggestion!

At the moment you're using the same texture as for fluid splats to show gas (it looks like) ... it might look better to, instead of using the one big splat, use lots of little splats hovering ominously... then you could have spheres and blobs and irregular shapes and monkies of gas

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Toady One

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Re: Armok 0.04.00
« Reply #13 on: July 16, 2003, 07:04:00 am »

What numbers did you use in the text expander?  If they don't mess up my text, and they work for other people, I'll make them the defaults.  Maybe I'll even be able to figure out why there's a difference in the first place.

That sounds good for gas.  Not that a cloud of rabbit skin needs to be any more "ominous" :)

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Harlander

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Re: Armok 0.04.00
« Reply #14 on: July 16, 2003, 04:22:00 pm »

10% vertical expansion fixed the problem of little extraneous underscores... but I did 10% on both, because the previous change made text look slightly stretched

Also, a few more suggestions, this time about the interface:

Spells - could you set it so the "Cast Spell" page is the first one that's selected? Not so much now but in the future it's likely to be the part of magic that sees the most use.

Wounds - Could multiple wounds on the same body part be shown on the same line? I.e Instead of
wound 23: aorta, cellular
wound 126: aorta, cellular
.
.
.
wound 320,574: aorta, cellular

You could have
aorta: cellular, cellular, cellular ...
or possibly even
aorta: severe cellular decay

This came to mind when I was trying to see how many of my internal organs I could detonate before death..

Ooo.. and a spell idea: one that lets you get the detailed wound... details on an enemy.. also perhaps such in-depth descriptions as internal damage would need a spell or high medical skills to discover


Also, would it be possible to make targetting cursors follow the line of terrain by default? It's a bit tricky to see how high the cursor is when plotting cones and lines and whatnot
[ July 16, 2003: Message edited by: Harlander ]

[ July 16, 2003: Message edited by: Harlander ]

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