Searched for posts by
fejoa in all forums
Showing results
751 - 760 out of
1022 total
Modify your search
Yeah it must be the naked danger probably. It's funny, I thought loot made a difference?
A review on the sourceforge page with a link back to us would be the way to do it. I still wonder about the hard numbers of people playing the game.
Maybe we need some means of directing traffic flows from sourceforge to attnam.com; that way those people downloading 120 per week would know we are here.
Yeah especially with all of that free liquor just lying around.
In that case there might need to be a message to the player about opening the coffin being an evil deed.
Yep, and the character would drop a nut onto the floor. It would be surprisingly easy to code.
Batman that rocks! I'd love to see screenies of the trap you have laid.
I think petrus can heal his allies during combat, that's what those lines of code are for.
Heh perhaps I shouldn't have threatened to script a misogynist dungeon.
Can I point out that the game assigns talents to the pc, and that this is a nice way of incorporating variations irrespective of preselected gender.
We can also sourcedive the mutant bunny breeding subsystem to investigate ways that gender, and to that end breeding, is manifested in the game.
I think we can safely and successfully implement sex into the game, no problem.
Edit: it would be fun to see the first high priestess of the great frog.
Just another quick update and summary of things I've coded so far since the last post:
- Material strength values decrease with degree of burnt-ness (slightly, moderately, heavily), as per rust subsystem
- Introduced an material "Activation Energy", which is tested during explosions. If the fire damage done to an item is greater than the value of the activation energy, then the material will "ignite". ActivationEnergy = 0.5 x MaterialStrength + 5 x MaterialFireResistance + FireResistanceItemEnchantment
- Fire resistances have been added for some solid materials
- Items other than sticks are now able to burn
- Objects are destroyed once they are completely burnt, as per rust, spoil subsystems
- Different materials now have different burn times
The next things I will be concentrating on are:
- Getting flames from burning items in inventory or on the ground to propagate to other items in a player's inventory, or to other items on the ground. I have found this step to be deceptively tricky (means it requires quite a bit of pencil and paper work to get a good model going).
- The above will probably require some means of assigning a "thermal energy" to each item. This will also allow energy from cascading explosions to accumulate, allowing higher activation energies to be achieved
- Including wetness in the formulas for activation energy and burn time
- Introduce ways of putting out fires
While it is not an exhaustive list, there is a lot more to do!