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Posted by vasiliy, Jan 29 at 9:13 am
and just when i thought that it's time to push new win32 build… i met zombie with legs picture for its head. cannot reproduce that, though, and i accidentally deleted the save by dying. of course, it's nice body horror, but i prefer it to be intended, not appearing from some lovecraftian dimension all by itself.
Posted by vasiliy, Jan 29 at 7:09 am
by the way. how do lanerns in IVAN work? they are everywhere, they don't need any fuel, there is no liquid or gas inside, neither any crystal. it's creepy.

also. to whoever put that tv tropes link on wiki starting page: i hate you! i did it again — i clicked it. i only have 12 tv tropes tabs open, but it took me almost a whole day to reach that number (from 50+ or so).
Posted by vasiliy, Jan 28 at 1:36 pm
implemented slightly better weight display. at least i believe that it is better.
Posted by vasiliy, Jan 28 at 12:04 pm
implemented very simple autotravel on worldmap. you can 'G'o to each POI you've seen (POIs revealed by quests considered seen too). pathfinder will not always use the shortest route for sea travels, but i'm ok with it for now. actually, it looks even more realistic: the ship goes to the nearest land, and then sails around it. it is definitely safer for sea navigation to follow the continent than to travel into open sea. this is actually the bug in my pathfinder code… but the one i decided to keep.
Posted by vasiliy, Jan 28 at 7:28 am
red_kangaroo wrote
Random vaults, that is a room with a chance to appear. E.g. you define a room independently from any dungeon, you define in which dungeon it might appear, at which floors it might appear, and a chance it has to appear. This would allow scripting of many "encounter" style rooms, with a specific situation that doesn't need to be in every single game.
it might be easier to implement in a slightly different way.

you define a "dummy" dungeon with room scripts, and for each level of real dungeons you can specify a list of "dummy" dungeons which might be "embedded". in that "dummy" dungeon there might be flags to make it generated only once, or n:m times, etc.

it is easier this way, because dungeon serves as "containers" for room scripts, and it is easier to put room scripts in such "containers", then to bend the game to have standalone room scripts. so it will basically be a system of "prefabs" you can use to build real dungeons.


and to avoid making another post: i added "ProtectiveOf" property to teams. it is independent of relation, and if "protectiveof" team became hostile, "protector" will became hostile too. this way, Kaethos become hostile when you attack villagers, and vice versa ("tourist guide" team is protective of "new attnam" team, and "new attnam" team is protective of "tourist guide").

p.s.: i know that "FRIEND" team relation was meant to serve as "protective" flag, but it doesn't work that way, which is indicated by hardcoded checks in `game::Hostility()`. so relation and protectiveness should be decoupled. in the future team relations might play some bigger role in the game.

also, tourists will not became hostile if you attack villagers or colonists now. because why would tourists care? yet attacking tourists will turn colonist team hostile. (they are one of the sources of imperialist's income!)
Posted by vasiliy, Jan 28 at 5:26 am
offtopic about my discovery of IVAN. because why not, i love offtopics.
SPOILER ALERT. Click here to see text.
IVAN was prolly the first roguelike i played. i knew about roguelikes way before IVAN, but those were the dark times, i hadn't even had my own PC, so i had to play what my friends had on theirs. i always wanted to try some RL game, but almost everybody else stopped listening to me after "it uses ASCII letters to depict the game area…" i should knew better, of course.

anyway, one day i came to one of my friends, and started looking for something to play. i found IVAN, and started it, because i didn't know anything about that game. imagine my excitement when i realised that it is ROGUELIKE! finally, my dream came true! i was immediately hooked, despite not even realising that i have to pick up the lantern. yep, i travelled the map in darkness, and i loved it. after dozen or so deaths i finally picked up the lantern, and wow! there are items lying on the ground! there is a ladder leading down! yay!

the source code was there too, but it didn't helped me much, because i knew only basic and some pascal back then. my friend never really understood why i'm so hooked to this silly game with ugly graphics. he laughed watching me dying with blood spilled all around, but that's it. meh, i couldn't care less! IVAN was the game not only i dreamt to play, but something i dreamt to create myself. this, and Doom.

now, 20+ years later i'm still playing IVAN and Doom. i am the developer of one of the most advanced Doom engines out there you've never heard about. and i'm doing my own IVAN fork. i guess that means that dreams of my childhood finnaly came to life.
Posted by vasiliy, Jan 28 at 2:14 am
yeah, i'm slowly re-reading all threads related to development and ideas.

the problem with new dungeons is scripting, i believe. it is relatively easy to add C++ support code. yet scripting the dungeon, balancing it, and so on is much, much harder. especially using just a text editor.

two things i'm working hard on now is using SQLite db instead of text scripts, and dungeon creation tool. i want to have the tool for WYSIWYG dungeon creation. not only for fixed layouts, but with random generator too. so it should be possible to change some generation parameters in script, and immediately generate several levels to see how it fits.

but it is quite hard to extract anything from IVAN code, it is just not modular enough. for now i am trying to strip off enought game logic to use IVAN engine itself as a generator. this might allow to see not only maps, but generated monsters and items according to danger level. the idea is to build the prototype, and then try to figure out the minimal set of changes to use the same code both for the game, and for the editor.


p.s.: also, i have an idea… implement room tags, and the game will generate only one of rooms with the same tag per level or per dungeon (configurable). that is, if several vaults share the same tag, only one vault could be generated. also, add the way to ensure that if some tagged room generated on the level, another room will definitely be generated too.

also, maybe some other ways to better control the generator? what you wanted to do, but couldn't, because scripting is missing That One Small Thing?
Posted by vasiliy, Jan 27 at 10:33 am
red_kangaroo wrote
Hm, what about a scroll that locks everything lockable in range dependant on reader's Int (a bit like teleportation)? So all doors, chests, chastitiy belts, ...

Scroll of locking
great idea! and there should be scroll of unlocking too, just to complement the things. and to unlock that stupid chest in the vault…
Posted by vasiliy, Jan 27 at 10:29 am
sure. i'm almost ready to publish the new build, and i'll attach it there. that's why i removed the old one. i want to fix ship icon, and finish worldmap autotravel, and then i'll prolly upload the new binary.
Posted by vasiliy, Jan 27 at 8:04 am
red_kangaroo wrote
We already have a wand of door creation that does something similar.
it's not the same, though. k8IVAN requires a closed room to rest when paniced. the code specifically checks if the player is in a room (a small one), with all doors closed, no holes in walls, and no monsters inside (even pets). created doors doesn't belong to any room, so paniced player cannot rest there.

well, actually he can, because there are no exits, so the game considers it a dead end, and it is allowed to rest in dead ends if there are no hostile monsters in sight. but it's a different thing.