Since I still think it's too alpha phase to host, and will be that way for a while, I decided to take some screenshots to show you some of the stuff I have done so far:
http://members.byond.com/Kunark/files/scrnshot1.jpg
http://members.byond.com/Kunark/files/scrnshot2.jpg
http://members.byond.com/Kunark/files/scrnshot3.jpg
http://members.byond.com/Kunark/files/ScreenHunter_2.jpg
The highlighting thing you see is done when the mouse goes over that object. The inventory is all done via drag-and-drop.
Other than the main dungeon, which I'm using ShadowDarke's map-maker for, most other things are intelligently placed, currently including the jail cells and the treasure chests. I have many other algorithms waiting as well in order to make most dungeons unique and interesting.
You cant tell from these shots, but the AI for the monsters is advanced. Although they are only activated when you are near them, they act naturally so you don't even notice. Their AI also makes them unique. Mice tend to run if you get anywhere near them, and rats will ignore you unless you hit them; even when you hit them, though, they don't just chase you, they decide what to do and then execute it. If a rat is below 28% or so life, it will run from you, for example. They can be quite unpredictable. Also, to prevent dumb movements, I special-made a movement algorithm for running away and towards. With running away for example, they won't just run in the opposite direction, they will run to what appears to be the safest distance and route away from you. Expect to see newbies chasing the mice to the ends of the earth.
Also, rats and mice can run through the jail cells, just like they would be able to in real life.
With the last screenshot, I know I'm not the first person to do it, but I was happy I was able to make it the good and efficient way. All maps for the 200 or so (possibly) dungeons will be contained in savefiles, and only 1 will be running at run-time. The run-time map is a single 2-demensional list.
ID:6275
Dec 7 2005, 2:02 am
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Dec 7 2005, 2:10 am
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Very Nice, i really like it, just by the screenshots, i give your game a 10/10. I just wish there were more detail in the base though. >_>
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The graphics for the normal screen (minus the HUD) are Angband graphics, upon request of shades. They are pretty nice and nobody uses them.
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o.o, Nice kunark, You have alot of time to work on these things? >_> I wish I had the ability to sleep right now. but I dont. so I get to post on peoples blogs and annoy them. x.x insomnia sucks.
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You have alot of time to work on these things? >_> For the past 3 days I have. Other than that, I'm sure I've just about killed Shades with anticipation. |
Do the rats and mice run towards cheese or other dropped food items? :D?!
That would be awesome! Anyway. This looks great! When will you be testing the game online? Hopefully some time after the 16th (When I get back from Uni) ;P And what of Grue? Are they plentiful?! |
I can't stop staring at that inventory screen, it's so beautiful, although i never really liked Hack-and-slash RPGS, this looks like the one that will get me into it.
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Heh, Good Work Kunark. It will be intresting to see how the beta testing works out and how well people enjoy it.
I like the enemy AI thing, it will be very funny watching people trying to slay mice in the dungeon when they run away from you. When the game is ready for some normal hosting you'll need to tell me so I can sumbit a entry for mudconnector.com and talk to digital so we can get some normal hosting up. He said he would let us test DD on the DigitalBYOND servers to see if it could handle it. Keep up the good work. I am going to start paying you something again, since you no longer have a job... And you have been working so hard, but it'll have to wait until the start of next week.. Im dead broke right now. |
Kunark I was wondering about that screen hunter, screen shot. I notice the hub it says map..
So will players be able to access a map of the dungeon at any time they wish? It dosen't show monsters or treasure on it, I hope, right? |
To avoid the text overflow you're getting on the screen that describes the broken short sword, I'd recommend using DmiFonts for your onscreen text and taking advantage of its wrapping abilities.
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Can't avoid plugging DmiFonts, can you Lummox? ;-)
The game's looking pretty neat, nice work Kunark! |
I am using DMIFonts, and I made my own word wrap that I made for it, and it usually works, but it looks like it got a little screwy right there :\
Shades - Yes, they can access the map anywhere, but notice that it for sure doesn't show monsters, because there are monsters on the screen when you do that map. I WAS going to have it do treasure but then I decided not to. |
Another thing!
If Cheese attracted Mice & Rats... Then Gold could attract Goblins and other greedy fellfolk! It'd make baiting traps fun! |
LOL Thorg give it up. lol
That is a good idea, but I give Kunark pretty much any leeway he wants on the development. |
Heh, trap baiting would be a good idea, thorg. I'll probably add it as a skill (traps) and then you could bait them with items.
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The variable for what a monster likes (cheese, gold, ale) could also come in handy for trying to persuade them or whatever.
I used to nix the anger of many cutpurses in a dungeon by offering them gold. Ahhh ADOM. <3 |