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Slaves to Armok: God of Blood / Re: Dragslay!
« on: March 28, 2008, 11:06:00 pm »Here's a screenshot, anyway (this is BASIC dragslay, not the later C dragslay):
Slaves to Armok: God of Blood / Re: Dragslay!
« on: March 28, 2008, 10:24:00 pm »I can run BASIC dragslay inside of QBasic 1.1, but I'm not sure QBasic has an exe compiler, and a BAS -> EXE compiler I found online runs into syntax errors I don't understand because I've forgotten all of my BASIC.
Slaves to Armok: God of Blood / Re: Dragslay!
« on: March 28, 2008, 10:02:00 pm »Slaves to Armok: God of Blood / Re: Dragslay!
« on: March 28, 2008, 01:51:00 am »Slaves to Armok: God of Blood / Re: Dragslay!
« on: August 15, 2001, 04:55:00 pm »
Slaves to Armok: God of Blood / Re: Dragslay!
« on: August 14, 2001, 10:34:00 pm »When I wrote it in the log I noticed that yesterday was the one year anniversary of the log (the web site is slightly newer). In retrospect I haven't come quite as far as I might have liked the past year, but real life sucks that way.
My schedule (aside from all the math -- the exams are in one month) is to clean up the Armok code, fix any bugs that this whole process has introduced, then balance adding the Armok interface with cleaning up Dragslay. My new computer is being sent tomorrow. Alanor has included some games with it. I'll try not to be distracted
Slaves to Armok: God of Blood / Re: Dragslay!
« on: August 11, 2001, 08:12:00 pm »Armok Update: Fixing conversion bugs -- 8/22 source files cleaned. 14/22 left to go... that's only 35000 lines or so :roll:
Then FINALLY the new interface!
Slaves to Armok: God of Blood / Re: Dragslay!
« on: August 11, 2001, 11:09:00 am »1) Lots of (bad) bugs left over -- this project was scuttled after all, so it isn't clean. The game balance used to be great, but it's shot right now.
2) Borland's old C handled text output a lot better than Microsoft's Console Applications. Moving around the outside map is so slow now that it is unplayable, even though it's just text! (back with Borland it was lightning fast)
Before I'd release Dragslay, I'd want to clean all of that stuff up.
The Bay 12 Games crew is pondering cleaning up a number of old projects, updating them, and putting them out. The particulars of that venture have yet to be finalized.
Slaves to Armok: God of Blood / Re: Dragslay!
« on: July 30, 2001, 03:46:00 pm »The vulgarity and downright un-PCness of some of the early programs I wrote in my teens and preteens will prevent posting, but I could make it a project to dig up a lot of the post-ables when I'm on vacation (leaving in two days!).
All-in-all, I'd estimate that I've worked on about 50 serious projects since I've been programming, and only a few (including the current one) weren't rudely interrupted (by college/high school/boredom/etc.). I also have over 1000 little Basic and C programs I've written in the past 15 years that are mostly just little animations and so-on (often of an untoward nature). I am a bit worried about maintaining that kind of output -- if the math department decides I'm not worth having around in a few months, I'll have to find a real job, and at that point, well, I'll probably either be busy or tired all of the time like everyone else who ends up abandoning their freeware projects.
But we're not at that point yet.
Anyway, I'll most likely put up Dragslay (assuming it runs) and some other nonsense when I return from vacation. I just spent a few hours yesterday hitting all of the various versions of DND/Telengard etc. that I found on the net, so why not some old garbage of my own? 
Oh yeah, next release of Armok, like some of the previous ones, will feature the player running around killing stuff, so don't worry about that. Just don't expect anything pretty or complete. This project is still just getting started.
Slaves to Armok: God of Blood / Re: Update
« on: July 26, 2001, 01:02:00 pm »There are actually two Dragslays (2 that took off anyway). One of them I wrote when I was I don't know, maybe 9 or 10 in Basic. It was kinda tribal.
The second one was written in C and is a fairly fun text game. I have it on my old computer in washington (where I'll be going in a week), and I could dust if off you guys really want it. It's kinda rough around the edges, because it was scuttled due to memory constraints (back in the good old days when you didn't have all of these megs to play with). It might be fun. I'm pretty sure it still works, although it won't compile anymore (without a lot of cleanup to transfer it from Borland C 3.0 to MSVC 6
)
It's at least 50000 lines of code, so it would be a pain to fix up.
Alanor will have to post the specs for the computer -- he hasn't even told me yet! I just gave him a dollar figure, and he went nuts roughly within those contraints.
I tried Blender and another one that came with my newest GL book. They just seem bloated, and I wanted something simple.
Except for save/load and a few convenience frills, my modeler is done. I drew up a pretty convincing mace for fun this morning, so I can do 3D objects now.
Late for a math seminar...
Slaves to Armok: God of Blood / Update
« on: July 25, 2001, 11:12:00 am »I've almost finished the 3D modeler. I tried using some free ones at first, but there were some problems, and I didn't need the overblown features. So I've written something simple that will suit my needs.
For the next week (vacation Aug.1-8) I will be finishing off the modeler and making some really ugly models to get started (I'll only need a few, and I estimate I'll spend about ten minutes each -- they'll be heinous to say the least). I've already written a program that takes Armok maps and converts them into simple 3D landscapes, so that won't take any time at all.
This means I should have the Armok 3D conversion done before I leave (or nearly complete). When I return, I'll do three things:
a) make a test interface for the 3D version
b) start the player some place interesting, like just outside a hostile city
c) fix any lingering bugs I can find
Then it'll be time for a release, and you guys can all:
a) make fun of the models
b) make interface suggestions
c) report bugs
d) make other suggestions
e) run around and hack things up -- the game is only that complicated for now
Slaves to Armok: God of Blood / Re: NEW IDEAS
« on: August 11, 2001, 11:00:00 am »
Actually, I think people should be able to create their characters down to the finest detail if they want. After all, it's their game. The strength of a character can be judged exactly as the strength of a monster will be judged within the game, and scores can either be reduced (we've discussed the problems with this before), or perhaps characters can be placed in different score lists based on their starting strength (like weight divisions in wrestling). In the end, characters will more likely be judged on whether their legend reads well rather than some arbitrary number that I assign to them.
Altering the flow of time based on what the player is doing wouldn't really be fair to the creatures around the player. On the other hand, it might be possible for the player to get lost in a good book, and not notice the hours passing.
Women can be bald too. I've seen those hair product commercials with the testimonials 
I guess there could be all kinds of paranormal things attached to shadows. Again, it would end up being a universe variable. Shadows could reflect the presence of a soul, act like regular shadows, or be alive/animateable, etc.
Slaves to Armok: God of Blood / Re: NEW IDEAS
« on: July 28, 2001, 11:50:00 pm »Appearance modifiers: I was planning to have a lot of these. Each entity keeps track of the general appearance of its members, and further and further deviations can lead to more extreme results. Nakedness is a definite candidate, as are drawn weapons and missing/extra body parts.
Real-Time: I'm pretty sure that there will be both turn-based and real-time options. The code from the beginning has had the structure for it, although I hadn't foreseen it
Every step between squares takes your player roughly 100 "clicks", and attacks take fewer clicks and so on. It turns out that these clicks are almost perfect as real-time frame refreshes. Basically, in the turn-based mode, when your character is not doing something, the game will freeze and you can select an action, just exactly as it has always been. In the real-time version, the game won't freeze, and your actions will occur on key presses/mouse clicks. It's really a trivial modification. In the end, everyone should be happy with it. I'm more of a turn-based top-down guy myself, but if it's easy to do and strictly optional, I'm all for the adrenalin rush of no hitpoints/permanent death/nasty injuries/quick thinking in real-time. Just don't expect to make it very far!
Dirty Fighting: Well, you can fight how you want in this game (specifying hit locations by aiming, etc.). The notion of dirty fighting would presuppose an entity having some kind of honorable fighting system. I haven't thought about that much. Entities will have rules set up to curtail certain behaviors, and this could include certain attack types/locations, and things like ambushes and backstabbing. What constitutes an ambush is difficult to say in game terms. Being a dirty fighter would then mean that you have and use knowledge of weak points and ways to attack them that would be frowned upon under the rule structure.
Industrial Global Warming: I'm not sure that the technology/population density would get this serious, but magic messes all of that up, so such a situation is certainly possible. Keeping track of temperature/rainfall/biomes etc. isn't all that difficult (generating them realistic would be nasty, but I'm not too preoccupied with that). In terms of the game, many small sources of heat would be harder to add up into global effects than a few large sources. If I add global warming there would be a noticeable bias in that direction.
Holding breath: We definitely need this. Although it would be annoying to force the player to hold his or her breath every time he or she dives under water (the program will probably hand this automatically -- perhaps through an optional flag), there are other occasions where the player would want to do some breath-holding where the game is in no position to do it for them. Say the player walks into a room filled with invisible poisonous gas. If the player knows about it, some breath-holding might be in order. If they don't specify it, they get nailed.
Casting spells with the... night soil: Yeah, if we go ahead and add those substances, they will be fair game for spells, eating, etc. Every material the program has access to in the beginning of the game during universe creation will be used to make the magical art mechanisms. These kinds of materials will be stored in the species definitions (in the mammal motif, blood is there now, along with skin/enamel-dentine/bone/muscle/various organ tissues).
Game taking over your character: Hey Demon! If the character is drunk (really really drunk) or charmed, I don't have much of a problem with this -- especially if as you say, their willpower attribute is low. I've toyed around a little with the idea of a lack of patience penalty, which would be like the laziness penalty (but instead of forcing inaction, it would force action). In the end, I'm not sure how these personality quirks should effect gameplay. Altering commands is pretty drastic/frustrating, but hey, so is getting your arm chopped off, and we do that all the time. We'll have to see when we get closer if such a thing would add or take away from the overall experience.
UPDATE:
I just changed the type of dynamic arrays I'm using (these should be a lot faster), but the conversion generated exactly 1519 compiler errors (and 1 warning). Uck. It'll probably take 1 1/2 hours of megadull labor to sort that out. On the upside, I have the beginnings of a 3D view in Armok now, with simple rotation and so on. I just need to add the slopes.
Slaves to Armok: God of Blood / Re: NEW IDEAS
« on: July 23, 2001, 01:54:00 pm »
H: I don't think my body part system name is impressive... lemmee see... I don't think I have one. I've been calling them creature bodies! That might need to be rectified. The class nesting is:
Species - Caste - Physical - Body - Body Part - Tissue - Material
So, just body
How boring.
Stalks we can do. Right now, every body part is made out of a "Body Building Block" that describes its basic features. Things like arm = "Appendage Building Block", upper body and head = "Sac Building Block", eyes are "Eye Building Block", and so on.
Consider an Eye Building Block. It has all kinds of features for a given species (color possibilities, pupil shape, etc.). One of the planned features for eyes was "stalked" (and the building block would describe the stalk in detail if necessary in terms of length/thickness/tissue/retractability etc.), and a stalked eye would be easier to chop off, but might offer bonuses from 360 vision, etc.
I haven't considered flight much yet, but if the species definition has something floating around with a hot air bag, the floating ability will be tied to the bag (if I go nuts, the game will do simple calculations based on what gases are in the bag as well, so that players could use it after killing the thing, etc.). If the bag is damaged, the locomotion ability would decrease.
Was there another sense in which you meant "extended" stalks? I have a feeling I didn't quite answer the whole question.