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Posted by Dark-Star2018, Feb 2 at 3:23 pm
I can definitely contribute some text!
Posted by Dark-Star2018, Feb 2 at 1:08 pm
Maybe hold off on extra limbs for after most everything else is done and major bugs squashed.

I'm curious if there's a way to have scrolls with lore lying around and not just spell-scrolls.
Posted by Dark-Star2018, Jan 30 at 12:08 pm
Holy crap! You are a one man band at this point!
Posted by Dark-Star2018, Jan 27 at 3:54 am
Sir Haedlac Galladon VII = "Gal-Pal" (of Petreus), "Gallon-dong"
The first one became such a meme in my tiny gaming group...
Ur-Khan = "Orc Norris"
Spawned countless "Orc Norris Facts"
Ischaldirh = "Bless you"
His name sounds vaguely like someone sneezing
Golgor Dhan = "Gol' Damn" - often said when sighting him for the first time in a game
-----

New versions, new uniques, new names:
High Lady Kauhistuttava = "Queen Kut-tut"
Lady Decora = "Decor-Thor"
Moryggan = "Moggy" (british slang for dog)
Efra Peredivall = "HEEP" (His Excellency Efra Peredival)
Posted by Dark-Star2018, Jan 27 at 3:07 am
vasiliy wrote
i'm not sure about this. it doesn't look fair, and IVAN is the fair game. i mean, most of the time you die by doing something stupid, and most traps are not insta-kills.

on the other side… it might be possible to blow a hole in level floor if you'll try hard enough, and fall down to the dungeon below. like, stack a lot of backpacks, mines and such, blow them away, and voila. it will require adding HP to floor tiles, though, but it should not be that hard to implement.

Blowing a hole in the floor via stupidhuge explosion sounds intriguing, to be sure!

I wasn't really clear enough on bottomless holes, though, because on further thought I wanted them to mostly act like water squares: the player can see them and is not stupid enough to merely walk in. You have to deliberately choose to go too far out over water by poly'ing into a flying/ethereal creature or with a BoL.

Of course, if your square and an adjacent 'pit' square is heavily obscured in smoke/magic bubbles/gas/etc, one could argue that if the player moves over the edge their character was also blinded and fell in...

Or perhaps a strong enemy headbutted/kicked them toward the pit and they failed a DEX save.
Posted by Dark-Star2018, Jan 27 at 2:47 am
vasiliy wrote
lol. yeah, i definitely like it!

also, i was thinking about a way to go off the world map, and die by falling onto the frog which holds the world on its back.

ooh definitely go for that!

On a similar note , how about 'bottomless pits' that kill you instantly, death message "(player) fell all the way through the earth to the Great World Frog"
Posted by Dark-Star2018, Jan 27 at 2:41 am
vasiliy wrote
k8ivan is quite different here: i can easily generate POIs on worldmap as i need to, and remove them later. i rewrote the POI code to use owterrain configs instead of separate classes, so it is both possible to add new dungeons from the script simply by creating new configs. coincidentally, this allows dynamic POIs too.

so we can simply describe random encounters as new dungeons, with the specific "random encounter" flag set, and the game will simply randomly spawn them under the player when the player is moving around (and will remove/replace them if necessary after visiting).

DAMN!! Son of a banana, then this really is workable?! My hat is off to you!

I would definitely recommend one thing - that the player not be required to defeat every monster before leaving. If you can get to the exit square(s), you should be able to automatically escape.

And maybe there's a better use of the BoL on the worldmap, check this out:
https://attnam.com/posts/30444
Posted by Dark-Star2018, Jan 27 at 2:31 am
vasiliy wrote
the devs wanted to make worldmap not as dull as it is now. maybe add some random encounters, in Fallout 1/2 style? not just fights, but some unique events, like those Knights with The Holy Grenade in Fallout.

My memory on this is as fuzzy as my new daughter's hair, but I actually tried bringing that idea up years ago and was told that "it would be a nightmare on par with fighting Raxy while limbless" as the current code had absolutely no provision for letting the player enter a location that wasn't on the worldmap.

vasiliy wrote
but… your reasoning looks legit too. if the player wants to fly all over the world… why not?

Just had a funny idea for the BoL - if an appropriate stat is crazy-high enough, like maybe 3x that of a baseline human, attempting to go up on the worldmap should have a warning prompt about a mere human daring to go so high, then killing the player with a unique death message and a high score entry snarking that you "Failed to heed the fate of Icarus".
Posted by Dark-Star2018, Jan 27 at 1:58 am
vasiliy wrote
by the way, isn't belt of levitation overpowered? maybe it should allow to travel only that far into the sea before ceasing to work? i mean, if you're too far away from any land square, the game will print something like "you are too scared to fly further", and refuse to go.

The belt is unique so I don't think it's overpowered unless it can't be broken/destroyed. Going to all that work to balance it...imvho, better off spending your mental energy elsewhere.

vasiliy wrote
people, if you are reading this, feel free to comment on my ideas! i sux at game design (at any design, actually), so i'd love to hear your thoughts. or even your crazy ideas. not that i'm out of things to do (you'd better don't look at my TODO file, it's HUGE , but if you'll tell me about your ideas sooner, it may shape the code in a specific way to make implementing them easier.

Ok! You want ideas? You GET ideas:

-Artifact staff with once-a-day polymorph ZAP. Either just rare as hell generated or carried by a unique wizard.
-The first level of a Dwarven city/mine, enabled on the worldmap after speaking to the representative in the cathedral. SPOILER ALERT. Click here to see text.
If you bring back the zombie of khaz-adam in his 'true' state (not hostile or extra-zombified via revival with a Wand of Necromancy) or the scrolls/copied message from the 'betrayal' location and speak to the Dwarven captain of the guard, this brings about a couple screens of text and an ending where you're recruited into the Dwarven army that rapidly begins forming to flatten Attnam.

-A worldmap location SPOILER ALERT. Click here to see text.
where Sir Galladon betrayed and murdered the two delegations
that should not have much of immediate value - rusted/broken/burned items, some bones, and perhaps a 'cave' leading to a second level. SPOILER ALERT. Click here to see text.
This can in turn contain scrolls or engraved messages on the floor that when stepped on/read will allow the "Vengeance" ending
. It's location can be revealed after speaking enough times to a friendly unique zombie or by reading a unique 'tattered scroll' it carries that has a minimum INT score to decipher the faded writing.

"Hearthfire, IVAN edition":
---Basic: Pay dowry, get girl with unique dialog, decorate her change her gear if you like as any other friendly NPC, but she always runs from combat.
---Intermediate: More than one potential spouse and the actually helpful ones also have INT/WIS/CHR requirements. 'Helpful' spouses remove hunger/tiredness/panic 1x/day. Orphaned children can be adopted off the street if given food items.
---Advanced: You have to buy an empty house from an NPC outside it and craft several furniture items before you're even allowed to try to get a spouse or adopt kids. Extra dialog from your spouse/kid if they are both on your 'team'. If your alignment is more than mildly chaotic, nobody will marry you or let you adopt them!

Expanded Attnam
- Extra rows of houses and a 'marketplace' of themed vendors with tiny stalls - bakers, butchers, locksmiths, carpenters, chandlers, go nuts!
- Public tavern with booze aplenty and beds for rent.

"BOOM, baby"
-Have a way to activate the thaumatic bomb
---Basic: it detonates immediately after activation with a unique endgame screen and a snarky death message.
---Intermediate: it activates but doesn't go off until you leave the current location (and you can't activate it while on the worldmap). Endgame screen with message that you flee to the ends of the earth to avoid being found out.
---Advanced: Detonation occurs as per Intermediate, but there are unique messages depending on what dungeon/location you light the thing off, with negative score multipliers for blowing up a place with innocent people.
---Super-advanced: as above, but you aren't allowed to activate the bomb in the first place if your spouse/kids are on the same map and don't have the "follow me" command enabled....unless you've turned Chaotic in the meantime, you utter bastard you.
Posted by Dark-Star2018, Jan 27 at 12:34 am
35. Charm everyone non-immune in Attnam and lead them to their new home SPOILER ALERT. Click here to see text.
as you get crowned king
. [SPOILER ALERT. Click here to see text.
color=#4b0082]Achievement unlocked: Can you eat your gold?[/color]


36. Do it with only the children. SPOILER ALERT. Click here to see text.
Achievement unlocked: Pied Piper of Attnam.


37. Charm/befriend every single 'boss' monster. Use the new crafting system to make a sweet home for everyone complete with at least some appropriate furniture and bring all the biggest badasses of the world to chillax together. Bonus points for building and stocking a bar. SPOILER ALERT. Click here to see text.
Achievement unlocked: Brews over battle


38. Drop rocks in Attnam spelling out such wisdoms as "Petreus is unworthy"

39. Get your snitchy butt-kiss of a coworker to play IVAN, after generously offering to send him a copy with a slightly modified name generator.

His highest score so far is with the mighty adventurer SPOILER ALERT. Click here to see text.
"Friemel Piemel"