An IVAN DLC Attempt.

Aug 3, 2013, 1:33 pm
#26
Joined: Dec 4, 2007
Posts: 184
Learned that Critical Hits don't inflict as much damage on anything with Masochist tag. (Could just be RNG?)

Need to figure out what makes Assassins in LIVAN/CLIVAN spew so much blood (These guys are like walking water balloons. Of blood.)
Aug 10, 2013, 11:46 pm
#27
Joined: Dec 4, 2007
Posts: 184
Learned that light weight enemies (10g) and high agility don't mix. Its sort of like throwing a softball at a tsunami if you have higher then 20 STR.
Aug 11, 2013, 12:21 am
#28
Joined: Dec 11, 2008
Posts: 1,770
Zayre wrote
Learned that light weight enemies (10g) and high agility don't mix. Its sort of like throwing a softball at a tsunami if you have higher then 20 STR.

So what does this mean? They just run at you and explode or...?
System would indicate in graphic if person is mounted on horse or not.
Same system also show if person mounted on boar, elephant, polar bear etc.
Or if person mounted on ass.
Ivan find mounting on ass funny.
Aug 15, 2013, 8:31 am
#29
Joined: Dec 4, 2007
Posts: 184
4zb4 wrote
So what does this mean? They just run at you and explode or...?

They run at you, attack a bunch of times for almost no damage, and if you hit them, they become a blood fountain.
Aug 16, 2013, 12:12 am
#30
Joined: Dec 11, 2008
Posts: 1,770
That sounds pretty awesome and potentially even worse than an assassin! Perhaps a new enemy type whose specific purpose is to pop like a balloon and rust the hell out of your equipment?
System would indicate in graphic if person is mounted on horse or not.
Same system also show if person mounted on boar, elephant, polar bear etc.
Or if person mounted on ass.
Ivan find mounting on ass funny.
Aug 16, 2013, 12:36 am
#31
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,867
That sounds hilariously IVAN-esque. I approve.
Uchuudonge wrote
creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
Aug 20, 2013, 6:59 pm
#32
Joined: Dec 4, 2007
Posts: 184
Current Ideas and Planning:
Claw Weapons: Dagger like weapons, stand slightly between Short Sword and Dagger. Do more damage.
Whip Variants: Whips made of things like sinew and muscle tissues. Also include bladed whips like Scourges or Urumi
New Shield Types: Though most people don't use them, lighter versions of shields that aren't as cumbersome.
Two Handed Maces and Great Mauls: Massive weapons on par with the Great Axe.
Armor Splitter: Massive (and heavy) weapons that hold the Vacuum Blade effect.

Enemy Types:
Enhanced mistresses that use the new bladed whips, they're a nightmare for other mistresses. Can probably do something with friend/enemy relations to make mistresses not like them as much. (Some form of monster infighting? Though, since they're masochistic, they'd probably not have an issue with it...)
Rats Of Unusual Size. Larger and more dangerous rats.
Enemies made of fluids: Enemies of fluids that are obviously extremely dangerous to equipment. Some have their benefits.. Others. (High speed acid baths anyone?)

New Unique Enemies
Violent Valse: A human character who wields dagger and tip-sword. High speed, light armor.
Karroth The Butcher: High arm strength, might wield some intensely strong two handed axe that is pre-rusted.
Grand Assassin Marsical: A contracted killer from a distant land, comes after the player wielding two sickles.
Spite: A unique Imp who will annoy the player by stealing items from them. If possible, will wield a unique Whip of Thievery.

Unique Armors
Thief's Harness: Increases Agility and Dexterity.
Glorious Golden Codpiece: A belt that acts as a light source.
Brawler's Cloak: A half-cape of sorts that will grant agility.

Unique Weapons
Holy Penetrator: A tip-sword made of unicorn horn with a obviously phallic name.
Portable Landmine: A shield that will explode upon block, similar to how Turox explodes upon attacking an enemy.
Unlabored Flawlessness: A wooden two handed sword of sorts that spawns as ebony or yew. Will probably always be +16. Could be dangerous.
Longevity: A whip with a vampiric effect.
Aug 21, 2013, 1:29 am
#33
Joined: Nov 22, 2008
Interests: IVAN
Posts: 1,163
Would it be possible to create a net that would work in much the same way as a spider's web, except that it could be picked up and thrown (as long as you're not entangled in it)?
Beware! 'tis EagleV, Hardcore Weaver of Baskets!
Aug 21, 2013, 2:06 am
#34
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,867
Claws have already been made. It's in the alien mod planplan and blob made.
Uchuudonge wrote
creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
Aug 21, 2013, 3:41 am
#35
Joined: Dec 11, 2008
Posts: 1,770
Eagle V wrote
Would it be possible to create a net that would work in much the same way as a spider's web, except that it could be picked up and thrown (as long as you're not entangled in it)?

Hmm, maybe? I can see it being possible to set nets as a trap by using the code for land mines, but making them activate when thrown? Maybe, if we took a closer look at how the dwarven grenades work.
System would indicate in graphic if person is mounted on horse or not.
Same system also show if person mounted on boar, elephant, polar bear etc.
Or if person mounted on ass.
Ivan find mounting on ass funny.
Aug 21, 2013, 3:26 pm
#36
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,197
Zayre wrote
Medical Support Friendly Unique Mob (Based off the code seen in the Bare Hands Doctor. The BHD allows you to remove, and attach your severed limbs to yourself.)

I'm back after a too long absence. Firstly I'm honoured to find you have spotted this piece of code in the source. I looked it up and my eyes nearly popped out, I don't remember coding it, but it is really boss. I got the idea for the bare hands doctor by reading "Mao's Last Dancer" where the protagonist talks about bare-foot doctors common in the communist regime. I decided the bare hands doctor would be a play on the theme, and offer the player some hilarious means of getting help in some tricky situations. To use the BHD, you have to charm him onto your team first. He is quite fragile though, so he dies easily if you have him follow you around.
The book also has a couple of references to the delights of mangoes.

Regarding fire, I wrote something in my notes about an idea I had to realise fire in the game based on more or less existing code. Here is the excerpt:
Quote
FIRE:
-----
I think it may be possible to create fire in IVAN partly using existing code. Fire in its burning state requires fuel, oxygen and heat. I don't know about the last two, but fuel suggests that fire must progressively consume an item through various conditions such as Not Burnt, Slightly Burnt, Burnt, Heavily Burnt.
May I point to an existing framework along these lines: the rust system. It has similar stages of rusting, as long as a liquid material with rust modifier is in contact with the ironalloy.

Then burnt <- rusted

with conditions:
NOT_BURNT = 0
SLIGHTLY_BURNT = 1
BURNT = 2
HEAVILY_BURNT = 3

Furthermore, we need a state which shows us whether something is on fire or not. This should be as apparent as observing whether something is broken or not. So therefore:

Burning/Not burning <- Broken/Not Broken

While the burning state is active, then the item's condition progresses through Not_burnt up to Heavily_burnt until destruction.

We need some way of putting out the fire, namely dipping the items into liquids. Dipping an item into a bottle of water would "repair" the item into a non-burning state, but the item would be left in its present burnt condition. If we are aiming to burn bodyparts, then it would be handy to be able to dip bodyparts into liquids as well.

For starters ot would be handy to burn a few items, say organics, cloaks, food, weapons like oak quarterstaffs etc. Then implement the wierd shit as we go, like eating burning food deals fire damage to the player, or stepping into a fart cloud with burning items creates an explosion.

The question is, how to instigate burning? Using fire of course. One source of fire that exists is explosions. Beyond that, there are few sources of fire. Perhaps some additional code should be added to make lanterns catch fire when they break. Also, flaming swords could be made to instigate a burning condition during melee to any bodypart or organic armour they come into contact with.

Magic users could target the player and cause combustible items to catch fire, using a new beam type. Tailors could repair burnt fabric. More dense materials combust slowly. Bodyparts can burn, but slowly

It would be great to have spreading fire, but it is beyond my skills to program from scratch. Instead, the fire could spread though melee, and throwing things, which would be in keeping with the game's theme.

So yeah, happy to be back, for now part of the discussion. Do you guys have a repository where you are hiding the code you're working on?

A piece of advice from Ernest Adams (co author with Andrew Rollings of "On Game Design": keep a notebook. I was skeptical until I filled an entire school exercise book (48 pages) with only notes about CLIVAN ideas. Really handy.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Aug 22, 2013, 4:07 am
#37
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,263
That's really what we need Warheck, is to get the IVAN code on Github or something so people can contribute more easily
Aug 22, 2013, 4:16 pm
#38
Master mine stomper


Joined: Dec 16, 2007
Occupation: Shoveling. But metal.
Location: Blazing in the steppes
Interests: Absolutely fuck-all.
Posts: 2,049
Zayre wrote
Glorious Golden Codpiece: A belt that acts as a light source.

I confess I cracked at this. =D
Aug 23, 2013, 2:40 pm
#39
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,197
Yeah, made me laugh too.

capristo wrote
That's really what we need Warheck, is to get the IVAN code on Github or something so people can contribute more easily

Well I used sourceforge in combination with tortoise SVN for CLIVAN. But yeah github would probably be much more user friendly. I suppose most people would be compiling on windows? We should just get the source up on the site and people can just contribute.
Unfortunately, I'm stuck in a house with no internet and no central heating, so I'd have trouble starting it up. Plus I can't compile CLIVAN anymore because I think I installed multiple instances of MinGW 32 bit on windows 7 64 bit.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Aug 24, 2013, 1:31 pm
#40
Joined: Dec 4, 2007
Posts: 184
A lot of this is currently a think-tank, though I have been slapping at this code on my own and testing to see what makes the game explode.

Still, damn; Warheck is back now? We must call everyone and get them back!
Aug 28, 2013, 11:25 am
#41
Joined: Dec 4, 2007
Posts: 184
Progress goes slow. I have nothing to show for yet, as I try to figure out definition content.
Aug 28, 2013, 3:39 pm
#42
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,197
I don't know if we should call everyone back just for me, it could be an anticlimax.

Don't worry about having nothing to show. What's definition content by the way?
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Aug 28, 2013, 4:58 pm
#43
Joined: Dec 4, 2007
Posts: 184
Defining the stuff so that it appears in the lists.
Aug 29, 2013, 5:19 pm
#44
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,197
What lists? (It's probably obvious, I must sound stupid for asking) And what stuff? The stuff you mentioned adding?
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Aug 31, 2013, 1:05 am
#45
Joined: Dec 4, 2007
Posts: 184
Materials, and weapons, and NPCs. Yeah.
Oct 1, 2013, 11:30 am
#46
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,197
Hi fellows, I'd like some feedback to the following questions:

1) How many people can compile and test? (put your hands up)
2) If I stick the source on a windows git repository, will people join in?
3) What version of the source should be put up? (CVS, LIVAN or CLIVAN or some other version)
4) If we use the CLIVAN source, is it more feasible to just add people onto the CLIVAN sourceforge page? (that's an SVN repo)
5) How will we manage the programming tasks? My preference would be google spreadsheet with a wish-list / to-do list.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Oct 1, 2013, 5:37 pm
#47
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,263
1 - I can
2 - yes!
3 - I think we should start with CVS. Then we can create branches for the others and merge things in one at a time, when we are sure they are stable.
5 - I vote for Trello. I can set that up. Let's first create a list of initial tasks, then I'll set up the Trello board and allow people to join it, then everyone can claim which tasks they are interested in.

I actually like SVN better than Git, and I have certain loyalty to Sourceforge too. But it seems like github is emerging as the best place to show off contributions to open source projects, so I am leaning towards github for hosting the code.
Oct 1, 2013, 5:43 pm
#48
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,263
https://trello.com/b/1dhb35Ep/ivan

Warheck, create a Trello account when you get a moment and I can add you as an admin.

Of course if nobody likes this we can use something else. But Trello is really easy to use... just pick a task you want, assign it to yourself, and drag it to the "In progress" column and others will see that you are working on it. Drag and drop to rearrange them... we'll put higher priority stuff at the top of lists, and wish list stuff at the bottom.
Oct 2, 2013, 3:39 pm
#49
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,197
I has the account, check the PM for details.

I agree that we should begin from CVS and branch out. Beginning in a more primordial state will help with the game's balance.

Can you put up the CVS source on github? I must confess, I'm not very technological.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
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