I'm currently working on a thorough re-examination of monster behaviour and the monster list.  I'm planning to do this in two parts:
The first part should contain some new monster attack types, more complex group behaviour, wandering monsters (awake, but not aware of the player), monster shapechanges, and maybe some other stuff. My current aim is to have this done and out for examination once the current competition is finished, so January 2019. Then the list rework will happen gradually, and with more frequent public updates.
					- Implementation of new required code and
- Actual list redo.
The first part should contain some new monster attack types, more complex group behaviour, wandering monsters (awake, but not aware of the player), monster shapechanges, and maybe some other stuff. My current aim is to have this done and out for examination once the current competition is finished, so January 2019. Then the list rework will happen gradually, and with more frequent public updates.
 
	 But more generally, the game needs to give the player opportunities to succeed. As a game designer, it's easy to get into the mindset of "monsters should be smart, they should be able to counter the player's tactics", but what you really want is for monsters to be fun. Smart monsters is (potentially) one avenue to fun, but it isn't historically one that Angband has relied on.
 But more generally, the game needs to give the player opportunities to succeed. As a game designer, it's easy to get into the mindset of "monsters should be smart, they should be able to counter the player's tactics", but what you really want is for monsters to be fun. Smart monsters is (potentially) one avenue to fun, but it isn't historically one that Angband has relied on.
							
						
 
							
						
Comment