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Posted by fejoa, Dec 15, 2016 at 7:07 pm
How about banana peels?
Posted by fejoa, Dec 14, 2016 at 4:50 am
chaostrom wrote
Rather than make a Valpuri shaped continent, we should depict under the oceans the outline of great Valpuri himself.

He is amphibious after all... :D
Posted by fejoa, Dec 13, 2016 at 6:05 am
The possibilities are endless. Regarding portals, I guess we can use the sampling algorithm to "detect" continents and place a portal in the first available location on each continent? Then there would just be one portal level where all the connecting portals are located and you traverse one (via a bridge level??) and it (eventually) takes you back to the world map, only to the portal on a different continent (a bit hard to explain).
I'm concerned about changing the story, but I agree that delivering the scroll to another character gets lame... but maybe simple and generic is the key? I don't know.

I strongly disagree we should split GC, because it allows players to go directly to the end without having to go someplace else first. I learned this largely because some good players complained about fetch quests in CLIVAN.

The other option is to make one big "Valpuri" shaped continent surrounded by ocean (pretty sure this is possible by the convolution of some perlin noise with an image of the Frog Himself). The New Attnam island would generate as normal and all the other locations would be easily reachable. Problem with this is we don't get our lovely continents, but it avoids the necessity of using portals.

I want to implement a Valpuri-shaped world one day, but also leave the option of generating the world as a classic IVAN world, resplendent with continents. These two world-types could be toggled by an option accessible from the config menu, with classic IVAN worldmap as the default. In the case the player wants to play the additional dungeons in a classic worldmap, then there still needs to be some portal system.

Long ago I thought of using "Ports" located on the shoreline of each continent, where the player could hire a boat to anywhere. I didn't want to go through the hassle of making a coastline-finding algorithm, so I became less enamoured of this idea. Portals would be a helluva lot (actually one step) easier than boats. In fact, I beleive it is possible to make portals using barely any code.
Posted by fejoa, Dec 12, 2016 at 8:01 pm
Ischaldirh wrote
By the way, do you devs have a roadmap set up already?

I've been working loosely on the suggestions by SquashMonster, and as much as I can on the changes suggested at the IVANcon. I think the last formal discussion took place in this thread?
Posted by fejoa, Dec 12, 2016 at 4:52 pm
Ischaldirh wrote
The reason I suggest it is because it would be a (relatively) cheap way to expand the game, and use more of that absurdly large overworld map.

*cough*
Posted by fejoa, Dec 11, 2016 at 1:28 am
4zb4 wrote
Here's my first draft - not happy with it yet because it looks kinda out of place in-game.

100% size:


200% size for easier viewing:




EDIT: Second version trying to make the pentagon-building more distinct

On a forest:


On tundra:

I like the second version. It looks like the communist star... Perfect! Can you merge it in on Github? If not, then just send me the file
Posted by fejoa, Dec 11, 2016 at 1:25 am
Sorry to post here, but you can sell the Justifier.

Edit: There's a pull request out.
Posted by fejoa, Dec 10, 2016 at 4:02 am
4zb4 wrote
I can whip one up for consideration if you give me a little time.

Cool, can't wait to see it
Posted by fejoa, Dec 10, 2016 at 2:16 am
Awesome work on the Stollen Knife
Posted by fejoa, Dec 10, 2016 at 2:15 am
Ok I'm looking for a new 16x16 graphic to use as the new Tomb of Xinroch icon on the worldmap. It should go into wterra.pcx. Anyone got any good designs?