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Topics - Toady One

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691
Slaves to Armok: God of Blood / Melting and other reactions
« on: April 12, 2003, 04:29:00 pm »
The basic ability stuff I wanted to put in is done.

Now begins the long and arduous process of making chemical reactions work.  I'm not even sure where to start, but by the time I'm done, those little melting point and boiling point numbers are going to have some grave consequences associated with them.  You won't actually be able to swim in the grave consequences until the ocean release, which is far away, but the project is taking baby steps in that direction.

After this it's mostly bug fixes and bloating of the magic system.  That's it.  Not to suggest a release is coming soon...  I expect the reactions/melting stuff to take a long time.  However, when it's all done, clothing and missile weapons and quaint thorpe are next in line.  And caves.  Wow.  Maybe I'll actually start enjoying this again.  I think this release was just a little too much to bite off at one time.  It should have been three versions.  The same might apply to Quaint Thorpe, but I'll deal with that when I get there.

Shocking that spelguru doesn't have more posts than me yet.


692
Slaves to Armok: God of Blood / Back to Armok
« on: April 09, 2003, 11:03:00 pm »
I finally twisted through the latest annoyance.  Basically, special abilities and magical arts were looking very similar, and I didn't want to code everything twice.  So I didn't.  As it stands, an "ability" is just a new stat or skill, like "purity" or "virtue" that can be co-opted by other game elements.  For creatures, special abilities (in DND terms) will arise in various ways.  The gargoyle sun/skin/stone "ability" would arise through the skin material and material reactions, not through any new "ability" structure.  A demon's power of possession would be a new magic art, with the restriction that only demons can use it.  In this way, I won't have to code magic arts again just to handle special abilities.  It might be a little weird, since magical creatures won't be totally self-contained (i.e. if you want to give a creature magical powers, you'll need to attach a magic art to it).  However, this is old news, since a creature with a new model drags model files along with it, etc.

Anyway, with that hurdle overcome, I won't be so annoyed with the game and will therefore be more productive.  All of the ability code will go in over the next few days.  Then it's on to making things melt and more magic.  Melting (that is, chemical reactions) will also be very annoying to code, but at least it has a more pro-active feeling to it than fussing with lame-ass ability structures.


693
Slaves to Armok: God of Blood / Spring Break
« on: March 20, 2003, 12:27:00 am »
The last of my Winter Quarter obligations is complete.  I have about ten days of vacation, during which I can shine in my freedom, much like the hippies of old.

There are a number of game projects underway, including Armok.  I'm going to attempt to divide my time judiciously...  I have no idea what I'll end up with, if anything.  At least things will have progressed on several fronts...


694
Slaves to Armok: God of Blood / Work on the Next Version
« on: March 09, 2002, 12:07:00 am »
I've done some minor interface tweaks (ack...  a smoke detector keeps going off briefly in the room through the wall)...  it will now be a lot easier to tell when you have advanced in a skill or attribute, and the high score list is now sensibly colored.

The real work begins tomorrow.  It has only been a week since the last release, so I wouldn't expect a new one this weekend :), but I should get through most of the ground/look interface updates.  Unless something strange happens, the next version will be out by March 18th (the beginning of my Spring break).


695
Slaves to Armok: God of Blood / Armok 0.03.50
« on: July 21, 2002, 06:27:00 am »
Here.

The editors will crash your computer if misused.  They are easy to misuse, assuming it doesn't crash before you get there.


696
Slaves to Armok: God of Blood / Armok 0.03.28
« on: March 03, 2002, 05:42:00 pm »
The "Run By and Aim for the Eyeball" Release has been posted at the Download Page.

Let me know how/if it works.


697
Slaves to Armok: God of Blood / Nearly done
« on: July 21, 2002, 01:09:00 am »
I suppose I could put it out now, but I want to make my reptile and ant faces better.  There will be ten stock creatures to fiddle with.

698
Slaves to Armok: God of Blood / Kurtalmak has come
« on: July 18, 2002, 04:36:00 am »
Kobolds have been created.  Their worship has called forth Kurtalmak, God of the Kobolds.  In his capacity as the overlord and teacher of sub-beings, Kurtalmak will preside over the discussion here.

Kurtalmak can smell gnomes from over a mile away.


699
Slaves to Armok: God of Blood / Future Page Change
« on: March 01, 2002, 10:00:00 am »
As I just posted in the News section, there's a new section to the Future page -- "Unsorted".  I went through this and the old forum and jotted down everything I found that was of interest for the future of the project.  Later the ideas will be given their own paragraphs and moved to their appropriate sections.  Every contributor Should be in the Credits page somewhere, but if I left you out, let me know (toadyone@bay12games.com) and I'll fix the omission.

700
Slaves to Armok: God of Blood / Faces
« on: July 17, 2002, 09:34:00 pm »
I've finished the human facial deformations for now.  Here's a link to some pictures:

Faces


701
Slaves to Armok: God of Blood / Next Round of Interface Updates
« on: February 21, 2002, 04:11:00 pm »
If anybody has any preferences for the inventory screen, combat options (where you choose which styles and so on you are using), and the movement options (where you choose your stance, and how fast you are moving), now would be an ideal time to post them.  I'm planning the updates of these screens now.  I'm going to try to make things more user-friendly, but if you remember some things you really hated about the old inventory screen for instance, it might be a good idea to warn me :)

702
Slaves to Armok: God of Blood / Checking Out the Freaks
« on: July 14, 2002, 01:34:00 am »
Human Model Pictures

There are four pages of pictures there.


703
Slaves to Armok: God of Blood / Armok 0.03.27
« on: February 19, 2002, 01:08:00 am »
The "Hair and Nails" Release is up...  I just couldn't resist finishing it up.  I've updated all of the relevant pages.  I didn't get much of a chance to test it amid all the typing, so let me know if/how it works.

704
Slaves to Armok: God of Blood / Human garbage
« on: July 11, 2002, 12:50:00 am »
I still have to texture the arms and legs  as well as a little bit of tweaking with the face, but the human model is essentially done.

Kobolds will be easy to make after this, and then I'm through.


705
Slaves to Armok: God of Blood / Update
« on: February 07, 2002, 02:05:00 am »
Most of the basic growth coding is done.  I now have structures that keep track of colors, patterns, and textures.  These things now permeate creatures (and items and everything else).  I've done the work with quite a bit of detail, so we can already for instance have Black Widow spiders (with red hourglass marks on their smooth shiny black undersides) and eyebrows (even eyelashes).

I still need to define some body building blocks in more details.  For instance, eyes will be anywhere from recessed to stalked, with anything from irises to no pupils at all.  The pupils will have varying shapes (round, slit, etc.).  The color and pattern structures I mentioned above can be used to make bizarre eyes (cheesy skull pupils, hourglasses a la Raistlin from Dragonlance, or whatever).  This won't take very long -- I just need to come up with some parameters.

The final thing before the next release is to make creature descriptions.  I'd like to have descriptive prose paragraphs, as well as links that you can click on to get more specific (even numeric) information.  The prose will be the most difficult part (since I have to translate from the raw data), but I've set up some of the variables to ease the transition a bit.


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