Towards FAangband 1.2

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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9637

    #46
    Originally posted by Bostock
    I'm really looking forward to this!
    Good! I think it will probably happen, and am thinking about how to do it, but it won't be in until 1.3.
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • andrewdoull
      Unangband maintainer
      • Apr 2007
      • 872

      #47
      Originally posted by andrewdoull
      ...
      And by that, of course, I'm implying that you're writing JRPGAngband...
      The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
      In UnAngband, the level dives you.
      ASCII Dreams: http://roguelikedeveloper.blogspot.com
      Unangband: http://unangband.blogspot.com

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9637

        #48
        Originally posted by andrewdoull
        (Stupid message length restrictions prevent me making this message just be 3 characters long.)
        Never mind - you still managed to make it too obscure for me

        EDIT: even with the clarification - it's brain-Fried-day here

        EDIT2: OK, now I get it. Much too subtle for me.
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • LostTemplar
          Knight
          • Aug 2009
          • 670

          #49
          I have played Dwarf Fortress a bit and seen a cool feature of flying objects, e.g bolts, so they dont instantly hit, but travel over time. It may be nice to add this to angband. Before is thought, that something like this will be hard to do or bad looking in turn based roguelike game, but now I see it is fine.

          Comment

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            #50
            You can add a delay factor from the options menu that will cause distance attacks to animate. They will still take zero game time to reach their targets though.

            Comment

            • Mondkalb
              Knight
              • Apr 2007
              • 982

              #51
              Originally posted by LostTemplar
              I have played Dwarf Fortress a bit and seen a cool feature of flying objects, e.g bolts, so they dont instantly hit, but travel over time. It may be nice to add this to angband. Before is thought, that something like this will be hard to do or bad looking in turn based roguelike game, but now I see it is fine.
              That feature is already available:
              Delay Factor
              The "delay_factor" value, if non-zero, will slow down the visual effects used for missile, bolt, beam, and ball attacks. The actual time delay is equal to "delay_factor" squared, in milliseconds. A value of five works well on many machines.
              You can change the value of the delay factor via the options menu (press =).
              My Angband winners so far

              My FAangband efforts so far

              Comment

              • LostTemplar
                Knight
                • Aug 2009
                • 670

                #52
                Not like this, real flying objects, so you can dodge them, fire in advance, etc.
                just like arrow travel 1 tile per game turn.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #53
                  Ehh, that I'm not so fond of. Hitting your targets then requires not just anticipating where they'll move to, but also measuring your distance to target and knowing how fast they move relative to the arrow's speed and knowing where they are in the turn order. That last is killer -- it's not shown anywhere.

                  Such an approach would also have the side-effect of making missile weapons much less useful in the late game, when everyone's running at an appreciable fraction of the speed of the missiles (missiles: 100 energy/game turn; player and monsters: 40+ energy/game turn).

                  Comment

                  • LostTemplar
                    Knight
                    • Aug 2009
                    • 670

                    #54
                    Normally you fight in corridor, or anyway AI just move stright towards you, so player will allways hit anyway, even more, you can fire before monster appear in los, but monsters will hit rarely at high distance with slow attacks. It will definitely make dame easyer, and add some chance against off screen one shot attacks etc. Well most attacks may remain instant, just add few huge damage slow projectiles for fun.

                    Player attacks can be instant, or final speed this is mostly irrelevant, but final speed monster attacks make a hude difference.

                    Comment

                    • HallucinationMushroom
                      Knight
                      • Apr 2007
                      • 785

                      #55
                      I declare mega bonus points for the first At-man to shoot himself twice with one shot, and live to tell the tale.

                      I'd finally take piercing shot as a specialty just to make it happen!
                      You are on something strange

                      Comment

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