This idea about unifying the way monster and player races are defined in *bands have bothered me for some time, so I'll try to put it down in writing and share around for feedback. Hopefully this will also help me to get back to programming again.
First, what I would like to change in current *bands is that the engine threats monsters and the PC differently, which makes separating the engine, the UI and the AI a bit harder than it could be. Ideally it should not matter at all to the game engine if it's a player or a monster turn. This is of course a huge task, so let's take a look at other reasons to see what to work on first.
Second, I want to have ways to befriend and tame different monster races. Where each race would have several attributes of opposite types: hot-cold, living-undead, .... Continuing close contact with a certain type would give the player bonuses with that type while making enemies out of monsters associated with the opposite type.
So, looking at these two goals it's clear that I want to make each monster type a member of an in-game defined monster race.
Now, I'm not certain how to start, yet. However, a good starting point of discussion would be to take a look and discuss how a player race is defined in vanilla:
N: is the needed identifier line.
S & R: are stats and skills not used by monsters for now.
X: Hit die might be needed in some way. The others are for mechanisms not used by monsters currently.
I, H & W: Are flavor stuff that make no difference in-game. These I would remove since adding them for all monster races would mean much work for no real gain.
F: Here's the first line where that would be of real use for monsters. Moving a common set of flags here should be the plan.
C: Not used for monsters at this point.
So, the things that would matter for monsters would be the flags and maybe the hit die. Of course more things would be added later, but those would probably need also changes to game mechanics.
Another thing to consider is what to do with monsters I class a "vermin". (The other classes would be "sentient" and "animal"). These are monsters that are very ill suited to be both a player race and a player pet: molds, mushrooms and worm masses. My own thought on the subject would be to threat the non-moving mushrooms and molds as features and/or traps and to remove worm masses.
First, what I would like to change in current *bands is that the engine threats monsters and the PC differently, which makes separating the engine, the UI and the AI a bit harder than it could be. Ideally it should not matter at all to the game engine if it's a player or a monster turn. This is of course a huge task, so let's take a look at other reasons to see what to work on first.
Second, I want to have ways to befriend and tame different monster races. Where each race would have several attributes of opposite types: hot-cold, living-undead, .... Continuing close contact with a certain type would give the player bonuses with that type while making enemies out of monsters associated with the opposite type.
So, looking at these two goals it's clear that I want to make each monster type a member of an in-game defined monster race.
Now, I'm not certain how to start, yet. However, a good starting point of discussion would be to take a look and discuss how a player race is defined in vanilla:
Code:
# N:race number:race name # S:str:int:wis:dex:con:chr # R:dis:dev:sav:stl:srh:fos:thn:thb # X:hitdie:expbase:infra # I:history:agebase:agemod # H:hgtmale:modhgtmale:hgtfemale:modhgtfemale # W:wgtmale:modwgtmale:wgtfemale:modwgtfemale # F:racial flags # C:classes (numeric)
S & R: are stats and skills not used by monsters for now.
X: Hit die might be needed in some way. The others are for mechanisms not used by monsters currently.
I, H & W: Are flavor stuff that make no difference in-game. These I would remove since adding them for all monster races would mean much work for no real gain.
F: Here's the first line where that would be of real use for monsters. Moving a common set of flags here should be the plan.
C: Not used for monsters at this point.
So, the things that would matter for monsters would be the flags and maybe the hit die. Of course more things would be added later, but those would probably need also changes to game mechanics.
Another thing to consider is what to do with monsters I class a "vermin". (The other classes would be "sentient" and "animal"). These are monsters that are very ill suited to be both a player race and a player pet: molds, mushrooms and worm masses. My own thought on the subject would be to threat the non-moving mushrooms and molds as features and/or traps and to remove worm masses.
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