Showing posts with label traps. Show all posts
Showing posts with label traps. Show all posts
Apr 19, 2012
Alarm trap
Added alarm trap and tweaked creatures alarm mechanism.
So, if you don't see speaking creature, you would have message with direction and range.
Mar 19, 2012
I got some common cold this Saturday, so it wasn't very easy to work well, but I managed to fix all issues I promised. Let me explain this screenshot.
1 - this is moving trap (I used club bitmap for this. Temporary, of course, GoodSir working on nice trap looks),
2 - poor wolf was butchered by trap and his libs flied in all directions, shedding blood on a floor (yeah, blood was drawn by me, using madskills. It would be redrawn, up to 0.0.8).
3 -.It is not a bug, wolfs front paws don't have bitmap. ^_^
Well, I should fix this bug, add some interrelations with traps, traps "works" only if they bump creature, but there is no problems for creature to enter tile with trap, also I should add Items VS Traps. Butchering limbs into meat chunks, breaking or moving containers etc.
Mar 15, 2012
Mar 13, 2012
Well, new traps are coming. I have some bugs in new code, so they don't want to be placed properly, but it doesn't looks like real trouble.
So, there would be two types of traps, standard roguelike traps, you trigger them and they hit you with negative effect (bolt, gas, fire, curse etc) and active traps, like huge serrated discs moving around the room, big hummers and axes in corridors continuously working all over the time and huge boulders, Indiana Jones style, activated by something etc.
When finished they could make your day, even without any monsters in the dungeon.
New traps would be a bit exploitable, NPC AI don't know how to avoid traps, yet.
So, there would be two types of traps, standard roguelike traps, you trigger them and they hit you with negative effect (bolt, gas, fire, curse etc) and active traps, like huge serrated discs moving around the room, big hummers and axes in corridors continuously working all over the time and huge boulders, Indiana Jones style, activated by something etc.
When finished they could make your day, even without any monsters in the dungeon.
New traps would be a bit exploitable, NPC AI don't know how to avoid traps, yet.
Mar 11, 2012
Traps
I was hit by stream of confusing gas from trapped door.
It is good, time has come for advanced magic and advanced traps.
Also, I discovered that map generator bug (no access to first room) wasn't fixed and found real issue of this bug and fixed it for good.
It is good, time has come for advanced magic and advanced traps.
Also, I discovered that map generator bug (no access to first room) wasn't fixed and found real issue of this bug and fixed it for good.
Mar 7, 2012
Magic 3
Refactoring of magic code has been done!
Next step in magic development would be advanced spells and spells combinations. Spells would born another spells, explode etc.
For example single spell can has few objects (spells) inside, for example, fireball would start as fire arrow, then if meet collision it would born new object 3x3, 5x5 explosion etc
So, now I returned to traps development.
update:
cleared bugs section, so, we have 3 technical bugs and 1 balance bug left.
Next step in magic development would be advanced spells and spells combinations. Spells would born another spells, explode etc.
For example single spell can has few objects (spells) inside, for example, fireball would start as fire arrow, then if meet collision it would born new object 3x3, 5x5 explosion etc
So, now I returned to traps development.
update:
cleared bugs section, so, we have 3 technical bugs and 1 balance bug left.
Mar 4, 2012
Magic.
This is horrible.
You know, friends, I think, that rewriting code is bad game.
You can rewrite part or refactor it, but total rewriting is horrible!
Magic code is one, that I am not proude of.
It works, but I don't know how!
Thats why, there is no magic in FFHtR for that years. =(((
I will delete all magic code, and will rewrite iit from scratch.
Whish me luck, guys, I need it, it is really act of bravery.
This is horrible.
You know, friends, I think, that rewriting code is bad game.
You can rewrite part or refactor it, but total rewriting is horrible!
Magic code is one, that I am not proude of.
It works, but I don't know how!
Thats why, there is no magic in FFHtR for that years. =(((
I will delete all magic code, and will rewrite iit from scratch.
Whish me luck, guys, I need it, it is really act of bravery.
Mar 3, 2012
Traps
It looks like I have to start refactoring of magic.
well, I have finished basic traps. Oh! You will like them! Traps would be completly horrible, deadly and interesting!
They wouldn't be just standart roguelike traps - you hit the trap and it acts. It would be firespitting pillars, pressure pads, trap combinations etc. When I'll finish, this traps, alone, can make enough fun in the dungeon.
I linked traps to spells and found, that if I want traps to use magic I should repare it.
well, I have finished basic traps. Oh! You will like them! Traps would be completly horrible, deadly and interesting!
They wouldn't be just standart roguelike traps - you hit the trap and it acts. It would be firespitting pillars, pressure pads, trap combinations etc. When I'll finish, this traps, alone, can make enough fun in the dungeon.
I linked traps to spells and found, that if I want traps to use magic I should repare it.
Subscribe to:
Posts (Atom)