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Posted by fejoa, Dec 22, 2021 at 10:59 pm
Let's have a new IVAN version for Atavus' Day: https://github.com/Attnam/ivan/releases/tag/v059
Posted by fejoa, Dec 7, 2021 at 8:50 pm
I hate to be the one to ask, but have you got a savefile? All good if not
Posted by fejoa, Dec 7, 2021 at 8:45 pm
If you want to write a new dungeon, it can be added. Just fire up a text editor and load up the script files, make changes, submit pull request.
IVAN has lots of features already, therefore try use what is existing at the moment to come up with new ways of challenging players.
When your new dungeon is fleshed out (or has bones, in the case of undead), then narrative progression and dungeon/creature/item specific code can be added as needed.

People will play your dungeon and give you feedback. It can be hard to satisfy everyone. Be prepared for criticism.
That said, this is a relatively safe place to try out new things, compared to the internet at large. It is amazing when anyone plays something you wrote, so earnest player feedback is hugely valuable. Use that feedback to improve your work.

On weapons, I think people's experience with the LIVAN/CLIVAN variants reveals the weapon system to be easy to unbalance. There are numerous threads all over this forum where we have discussed weapon system at length.
I think the weapon/combat system could be expanded, but we need a good model of what we have already in order to study how we can make changes while maintaining balance. I have no plan to do research or make changes in this area.
Posted by fejoa, Oct 23, 2021 at 5:37 am
SPOILER ALERT. Click here to see text.
red_kangaroo wrote
Heh heh. Yeah, in CLIVAN, I would end with several chests of wands, just from the mages. That didn't seem right.


That was a good fix, thanks

Re flames, yes they are annoying, I must implement fountain sit.
Posted by fejoa, Oct 23, 2021 at 5:28 am
Small or four screen, noted.
GC showing up early is a bug and I must scream fix it.
Posted by fejoa, Oct 21, 2021 at 9:26 pm
Are mustard gas traps still invisible?
Posted by fejoa, Sep 13, 2021 at 12:56 am
Without saying I'm done, I think I have something that is sufficiently stable to ship You can take a look here:
https://github.com/Attnam/ivan/pull/631

The key takeaways for players:
* You can choose Pangea or Continent world type.
* Pangea makes bigger landmasses, and puts all locations on one continent.
* Continents puts UT Exit, Attnam, and GC on one continent, the rest of the dungeons either same continent or random continent. (With hindsight I think no-one will use this ) .
* You can select a world seed, which determines the land and water distribution by seeding the noise algo. Seed 0 gives random seed.
* You can select a world size out of Huge [128x128], Large [96x96], Medium [64x64], Small [49x49], Tiny [32x32], Four screens [84x52], or One screen [42x26].
* You can select what happens to the PC when he reaches the edge of the world map by selecting a world shape out of flat pancake, flat brandy snap, or flat doughnut. The edges of the map roughly align What happens to the PC when he crosses the edge of the world map is left as an exercise for the player.

To reduce confusion, the defaults will be:
* World size: Medium (64x64)
* Land type: Pangea
* World shape: Doughnut
* Seed: 0 (will generate random worlds)
Posted by fejoa, Sep 10, 2021 at 12:47 am
Fear not, IVAN plan to purify Windows from inside Infrastructure of Pure Evil with Holy Banana.
Posted by fejoa, Sep 10, 2021 at 12:40 am
So, still working on this. I'm happy to report that I'm nearly done. Just a one more feature to add, and a quick re-factor and it should be good to go. The additional feature is to make
NativeGTerrainType
in
owterra.dat
into a vector of allowed terrain types, rather than just the one terrain type.

Here's a spoiler, player movement wrapping around the world map (toroidal world topology). Note this world size is the much hoped for 1-screen worldmap size (46x26 tiles).