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Author Topic: Projectiles Underway  (Read 16158 times)

Toady One

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Projectiles Underway
« on: February 07, 2003, 01:34:00 am »

Now when you drop your sword in the beginning, instead of having it appear on the ground, it shoots out in front of you and is pulled down by gravity and disappears through the ground and is deleted.  Yeah.

It used to go up into the sky faster and faster, until I fixed the minus sign.

Now the goals are to have it leave exactly out of your hand, have it shoot out and bounce (or stick) into the ground, have it hit trees and rabbits, and have it offloaded appropriately if it goes out of bounds.  Only after all of this works will I just make dropped items fall out of your hand.  Later you'll be able to place them on the ground or something, in case they are fragile, but that isn't important now.

That offloading part is kind of tricky.  If a projectile leaves the field of play, there's the question of how to handle it.  Right now, I'm going to offload it into a special array, and when you enter the site where the projectile would have been flying, it then places it appropriately (most likely just sitting on the ground).  If you don't enter the site for a while, the entry in the special array will be dumped into the regular item list, and then later on it will be accessible to creatures, etc.  That way, no item that becomes a projectile will ever be lost.  Let me know if you can think of some other way to handle this, or if you can think of some nightmare scenario that I need to deal with.  One I can think of right now is having two archer creatures in the two sites marked O:

OX
BO

where X is an offloaded site, and B is a loaded site.  If they are standing next to the (offloaded) corner of X that wedges itself between the two O's, then even if they see each other, their projectiles will disappear upon crossing X.  I can think of a few ways around this:

1) they can't see each other through X
2) they can see each other, but won't shoot through X
3) projectiles can pass through X provided they are headed toward a loaded site
4) always load sites in a "convex" pattern, so that this just never happens

(1) seems unnatural, but might be useful since they can't walk through X anyway.  (2) might be abusable (to cut off ranged attacks from dangerous opponents -- although if you are personally that close to X, it will load it).  (3) would be weird if X were a cliff that would block projectiles.  (4) is memory intensive.

Anyway, it feels nice to get back into moving things again, instead of all of this crap I've been doing.  I'm not sure how much projectile code I'll do -- like, having things stick into creatures.  That might wait until, well, stuck-ins and missile weapons.  I'm not going to spend too much time on this anyway, since casting spells is next.

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spelguru

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Re: Projectiles Underway
« Reply #1 on: February 07, 2003, 05:01:00 am »

When projectiles are finished, will I be able to play as a dwarf or gnome and then go and throw a rock at a black dragon (if someone makes those things)? There is nothing more fun than to be a dwarf or gnome in the morning and then get roasted... Smells like... well smells like ####!   :D
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Captain_Action

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Re: Projectiles Underway
« Reply #2 on: February 07, 2003, 08:19:00 am »

It would seem you just discovered the anti-gravity spell.  :eek:

When you get back to melee coding. Will their be fumbles that cause the wielded item to shoot off in odd directions, rebound, and hit someone?

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Toady One

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Re: Projectiles Underway
« Reply #3 on: February 07, 2003, 01:13:00 pm »

Zonk made dwarves.  You probably won't be able to throw rocks until the clothing release, which is after this one.

He he he.  There will be fumbles in the melee release...  there's been that skill "disarming" in the skill list forever, and it will finally be implemented.  Once the disarmed person's weapon turns into a projectile, all of the rest will follow naturally.  In fact, the rebound and hit something part should be done in the next few days.  This means that right now, while you won't be able to disarm somebody and have his or her weapon fly around and hit people, you will be able to sever his or her limbs and have them fly around and hit people.  Very odd...  well...  actually...  if you hack somebody in the wielding arm, the weapon is lost...  so yeah.  That will happen now too.

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spelguru

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Re: Projectiles Underway
« Reply #4 on: February 08, 2003, 09:19:00 am »

I was going to write something totally smart and with lots of stuff about this thread, but in the time it took me to pick up a cheeze doodle from the bowl, and eat it... I forgot it... So instead I will write about the evil unholy cheeze doodles of eternal amnesia (that the right word?)! Dont eat cheeze doodlez!
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spelguru

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Re: Projectiles Underway
« Reply #5 on: February 08, 2003, 09:22:00 am »

Auras will be with the magic patch right? If so, will I be able to make an arua that makes the ground become evil (rotten, black) or good (lots of healty grass)???

Will I be able to affect the ground itself as in shaping it? Because all those hills annoys me so I plan to make a spell to flatten em all out!

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Captain_Action

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Re: Projectiles Underway
« Reply #6 on: February 08, 2003, 05:17:00 pm »

Some more questions about projectiles.

In "turn based" mode will the projectiles "hang" in the air because of non-passage of time?

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Toady One

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Re: Projectiles Underway
« Reply #7 on: February 08, 2003, 06:37:00 pm »

That's what happens now, anyway.  The projectiles are just part of the world like everything else, so they are suspended in the air, as creatures are frozen in place.  It is a little weird, but I can't think of an immediate solution, if we even need one.  Any thoughts on this?

Projectiles aren't done, but I'm moving to spells.  I figure I'll be more motivated to finish projectiles once I have balls of harmful substances floating around.  Getting spells running is going to take some time...  my main annoyance now is getting targeting working.  Teleport, healing, and body detonation spells will be added first.  This will be followed by more editors, for magic, and then special abilities for creatures...  then it will be time to get all of the temperature and material reactions working.  And lots of other things.

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Captain_Action

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Re: Projectiles Underway
« Reply #8 on: February 08, 2003, 10:21:00 pm »

yeah, it's a non-issue. I was mainly worried about wait for an enemy to shoot at you, increase your running speed, and dodge the projectile by running out of the way. Hmm, perhaps projectile are self aiming?
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Toady One

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Re: Projectiles Underway
« Reply #9 on: February 08, 2003, 10:56:00 pm »

We'll have aurus...  probably will be able to do lots of stuff, but interacting with grass might not be there for now.  Same with altitude modifications...  that's delicate, and will have to wait for the quaint thorpe release (where areas will be flattened to make way for buildings).

I guess turn-based mode would be subject to some projectile abuse, although, on the other hand, what you describe is exact how you could dodge something.  If somebody throws a ball at you, you can move out of the way (change your speed) to dodge it.  I think, maybe, to keep things like ambushes in the game, we could just make projectiles invisible unless your character knows where they are.  So you'll just suddenly get stuck full of arrows, even if they had been in flight for a second or two.  If your character detects the ambush in advance, you'll be able to dodge the arrows since you'll see them (projectiles are highlighted with purple diamonds just as items are highlighted with yellow diamonds, so they are easy to see).

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Captain_Action

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Re: Projectiles Underway
« Reply #10 on: February 09, 2003, 11:26:00 am »

Oooo! I like the ambush idea.
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spelguru

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Re: Projectiles Underway
« Reply #11 on: February 10, 2003, 06:29:00 am »

One question though about the ambush... Do they use normal bows or crossbows???

And will projectiles be able to go straight through a target if the speed is high enough?

Am I crazy?

And now two questions more: When is the expected release date?

I suspect I am mad as a bonker, please tell me if I am crazy, dont try to hide it. Am I carsy errr crazy?

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Demon

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Re: Projectiles Underway
« Reply #12 on: February 10, 2003, 09:52:00 am »

Ambush:  Some use bows and some use crossbows...

Yes, projectiles pass through targets if they have enough energy (1/2*mass*velocity^2)

No, you just post too much.

I think the release date was the end of the month

Youre trying to be crazy...  which is a little crazy I guess...

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spelguru

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Re: Projectiles Underway
« Reply #13 on: February 10, 2003, 10:24:00 am »

I´m not crazy... Yes I am... No I are not crazy... *giggle*

Just had a little too much sugar/caffein...

btw, could anyone transalte "1/2*mass*velocity^2" to english (or if you can, swedish) so that I will be able to understand what it means.

btw, why would any ambusher use bows when they can use crossbows??? Sure they can fire faster and longer with bows but they cannot penetrate armor like the crossbows. Not even those with full platemail with chainmail under it are safe when dealing with several people with crossbows!

btw, will the magic patch include some more items (not clothes or armor, but weapons) such as axes (increased chance of severing) warhammers (bonebreaking) or twohanded coldenchanted swords of souldevouring???

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Captain_Action

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Re: Projectiles Underway
« Reply #14 on: February 10, 2003, 11:23:00 am »

crossbows vs bows...

The BIGGEST reason reason to favour crossbows is the reduced time it takes train a bunch of no-nothings to some level skill. Bows require some muscle building and lots of pratice while a crossbow is pretty much point and shoot. Bows do have a higher number of shots per minute, more range, and slightly less hitting power.

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