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Messages - Toady One

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10621
Slaves to Armok: God of Blood / Re: NEW IDEAS
« on: July 21, 2001, 11:20:00 am »
Yeah -- actually, many forms of undead will take the form of a curse.  As you point out, vampirism is a great example, and it fits into the regular curse model.  I think in the end it will be set up almost like a magical art, with powers, side effects, and so on.  It's just that most or all of these things won't be voluntary  :)

I do hope for your sake that you aren't claiming that trademark, or eventually the real whole world and its dog (tm) will hunt you down.

Is the sword just kind of hovering around in the heavens waiting to waste you when you trigger it, or are you strapped to a table?  The first one is a sort of curse, the second is just a crappy situation to be in  :)

Yeah -- cursed items can be nasty.  In addition to the more item specific things (melding, not being lost), you could really have an item do just about anything untoward...  slowly transform the wielder into a kobold -- the item might not even be cursed in any other way, and the user could drop it if he or she is willing to part with it (the item might otherwise be very snazzy).  Most users would probably wait until they've become six inches shorter and are slightly hairy.

Tracing bad luck items...  like the Monkey's Claw I suppose.  As with many things in a computer program, tracking data wouldn't be difficult here -- I'd set it up something like this:

The game must decide at some point to bring about a terrible happening, either when the user makes a wish, or just at random, whatever.  When an unfortunate event is generated, its nature and the recipient can be recorded in a list attached to the item.  This will work even for slow insidious curses, since the luck biases they create will result in certain bad events/rolls which can be recorded on the list.  This list can grow, and the game can use the list to generate a legend -- the game would also need to keep track of the general movements of the item and each time it changed hands or was lost, just to make the story more interesting.  As long as this kind of data isn't kept on every leaf and stone in the game, it is very plausible to do it.  In fact, these kind of stories were planned to be the backbone of the "high score list" (the game will generate legends about important players which will permeate future games).  These legends will also be written by the program from lists of important events.  The most challenging task is making the prose of the stories without having them sound completely stilted and piecemeal.

You don't know how getting a mate would be accomplished in the game?  Try flowers!!!  This is going to be fun to write -- I'll have to get enough women around me to make sure I don't introduce a bunch of masculine gender biases, but your player (male or female) will have to get a mate in the regular way.  It should be an adventure in and of itself -- and might require a real one if the person you're going after is sufficiently picky!  There was a thread on the other board discussing "the usual method" so we don't need to go there again  :)  Anyway, yeah -- I think it would be cool to become your heirs if you want to.  The game is going to need some kind of time abstraction code, so if you die before your heir is of age to play, the game can advance the universe if you like.  On the other hand, if you play the mother/father until death from old age, the heir would already be established -- since you deserve a lot of credit for getting them there, I don't see a problem with allowing the user to jump in and play a powerful heir if they want to.

[ July 21, 2001: Message edited by: Toady One ]


10622
Slaves to Armok: God of Blood / Re: NEW IDEAS
« on: July 19, 2001, 08:27:00 pm »
All right.  I'm still working.  I'd post more updates, but my new trashy 56K connection through Stanford that doesn't recognize my site is a constant annoyance.

Random commentary time -->

First-person view:  This depends on the extent to which a real time component is added.  Turn-based first person just seems strange.  First person in and of itself is a trivial addition (just change the camera coords), but there might not be a place for it.  We'll discuss this more when I get that next version out (Alanor continues to be plagued with problems -- certain companies are having trouble sending the proper motherboards).

Variable strength strikes:  This made it on the future page -- I hadn't been thinking so much about subduing, but about even further extremes, like touch-based attacks (some poisons, undead-type stuff).  These attacks would be more stealthy certainly and perhaps a little faster.

Intentional missing:  This might be good for scaring animals -- my parents have a sling shot for the deer when they come to nibble at the roses.  Most of the time the deer just don't give a crap though.

Parrying types/locations:  We've been moving away from this kind of thing a bit, but I'm still thinking about it.  Specific guarded zones tend to become very artificial after a while, and it also becomes tedious to switch them to match opponents, etc.  Actual parrying up until now had been automatic, just swinging your weapon at theirs...

Ships:  Yeah, this is on the future, but it's there because I know it's necessary, but haven't gotten around to planning it, well, at all.  It'll probably be a while.  Swimming is an exception.  That will come sooner.

Digging:  I wonder about burying corpses...  would guards etc. look for the telltale signs of a buried body?  Wild creatures might dig them back up and drag them away.  I might have mentioned this in the future page, but I probably didn't say too much.

Drinking:  Same for this one.  Not just alcohol, but in the Armok spirit of randomness, there will be many natural substances (AKA drugs) that cause psychological side effects when ingested, imbibed, inhaled, placed into contact with the skin, etc.  As in life, the player will have to make decisions, and addiction could really bite.  One example we had considered was, considering the annoyance of carrying a light source into a cave (no inventory "light slot" here), commonly having in most worlds a substance of some kind that allows a form of (non)magical night vision.  This would alleviate the light source problem (allowing you to wear a shield for example), but any side effects would also be random.  Perhaps you would turn into a goblin over time...

Unique creatures:  Yeah, I don't think we could do without these.  Adventures feed off this kind of thing.

Stock creatures:  Sure -- I have all the DND/RPG books and stuff (probably way too many).  I'll probably dip out of them to make the stock universe.  The whole point of the stock universe is to give people a familiar starting point -- so there's no need to cry foul over swiping from Tolkien etc.   :p  The spider goddess is name Lolth (sp is wrong I'm sure).  I used to have that DND module Queen of the Demonweb Pits.  I don't think I ever played it.

Curses:  He he he.  Keep 'em coming.  The more we have, the more the poor players will be saddled with.  Then I can make the game mix and match curse components to force the player to react to novel situations.  Evil evil evil...

Necromantic Frankencritters:  There are a few difficulties, like matching the internal tracts (respiratory, circulatory, etc.) of the different pieces, but I always wanted to put this in.  It's too fun to pass up.  You actually don't have to worry about the motif here -- the motif is used to generate creatures, but isn't really important after a species is created.  The information then resides in the specific creature or abomination.

Beheading:  Does anyone know the real scoop on beheaded heads?  I mean, I imagine the poor thing would be too traumatized to be of much use before it dies (and blood loss would knock the head out very quickly -- not sure of the exact time, although a good blood choke usual gets me in a few seconds... a beheading would be even faster probably).  It might be cool to take that last turn though, if your character's willpower is incredibly high...  especially if you can cast spells by blinking.

Faith/brain power:  I do have (or at least had in an older version) pain tolerance shooting up due to adrenalin, etc., during a fight.  I guess faith, etc., could operate by the same mechanism.  I've gotta figure out how to glue the interface/information together on things like this so the player doesn't just get flat out confused when a creature keeps attacking (that goes for a ton of other things I'm not even thinking of I'm sure).

[ July 19, 2001: Message edited by: Toady One ]


10623
I guess it would be a trivial operation just to have the game log stats in a text file (which hopefully wouldn't grow out of control).  You could take that info and plug it into Excel or some such thing.

Plots have been considered, sure, but not that much.  The whole genre-atmosphere-plot system needs a lot of fleshing out.  The type of plot system that Alanor mentioned (coming from personalities) is the "emergent" plot system, which is the least structured.  During world creation, there will be a plot setup screen (which can of course be set to "random" or "emergent" if you don't want to know what the plot is or don't want one at all) where you can set parameters to your liking.  What did I write in the future section <checking>...

Okay, I wrote this :) -->

Plot:  The genre and atmosphere can set up the actors and locations, but they won’t be interesting unless they interact.  There are various plots that can be overlaid on the entire game universe, specific regions, or even within towns and entities.  Here are some simple ones:  end of the world (town), struggle of opposing forces, lone powerful nemesis, general expansion into frontier.  More complex and specific plots can be developed based on the goals of individual creatures.  The general overall plot here is just to give the universe a direction, if you even want one.  If the plot is set on “Emergent”, then the plots will only be generated by individual creatures and entities as they struggle to achieve their goals.  Thus, in order to play a fairly standard unstructured game, you might set the genre-atmosphere-plot to “Standard-Balanced-Emergent”, or “Standard-Standard-Emergent”.  There will also be a “Random” option for plot in case you want the universe to have some sweeping structure, but you don’t want to know what type (genre and atmosphere can also have “Random” settings, but that could lead to some really strange games!).  There is also the question of momentum – myth fantasy might “degenerate” into standard fantasy as the powerful creatures are killed off and the gods become less interested in the world, or it might be headed toward a massive end of the world confrontation.  Momentum is part of the plot, although things could happen (especially where the player is involved), and momentum might change (or the whole plot could fall apart).  In general, the universe generator will try to place enough interesting creatures, items, and locations for the world will stay exciting.  There will also be a creation myth and pre-game history, etc. that will utilize the genre, atmosphere, and plot that the user selects.  The pre-game history will introduce many specific actors and props to start things off running, if desired.  This history will be available depending on how the various entities pass down knowledge (you might make it a goal to uncover the mysteries of the past, even as the present is raging around you).

----------------ok, that's it

The Plot creator (along with the Genre/Atmosphere creators) would probably be an editor like Harlander describes.  Once the universe is already running, a plot editor would be more difficult, since all of the actors would already have motivations and so on that run along existing plots/personalities.  Adding a plot at that point would be jarring, but technically possible...

There are a few problems I suppose.  It will be difficult to make scripts as attractive as an actual preconceived plot, although with some effort we should be able to get close enough.  There is also the matter of getting the player to stick with the plot -- by the nature of the game, the player would never be compelled to follow a plot to its conclusion.  However, as the world will naturally be thrashing about quite happily on its own, there will be "time limits" in the sense that if the player following a plot doesn't act quickly enough, he or she will fall off the wagon (important town destroyed, actor killed, etc.).  It would be more difficult to make the game "wait", as most games with preconceived plots do indefinitely.  That is, if you decide to kill the constantly respawning orcs to gain experience for four or five game years, that messenger will still be waiting in the next town over to give you a letter that advances the plot.  Armok will have some trouble being so forgiving, since the messenger or town might not be there waiting after the forces of darkness destroy them.  Offhand, I can think of a few solutions:

a) too bad, you messed up.  Missing a plot doesn't end the game, since there are other things to do.

b) if the plot is incredibly important (perhaps determined during plot creation), I could try and make Armok react to accidents like a good DM/GM would -- that is, either don't let accidents happen unless the player would expect them (by making certain places and creatures "untouchable" by non-player forces), and if accidents do happen, introduce a plausible new actor or event to pick up the story line.

a) is easy, b) is harder.  Although since b) would just use the mechanisms that create plots in the first place, the possibility of implementing it is linked to the possibility of introducing plots in the first place, which is something I need to do anyway.

There's a good sentence.

All right, back to algebra...  3D modeler still in progress...  I have been taxed lately, although I think there's a new computer on the horizon now.  That'll be nice...  I'm getting surprisingly good frame rates on my junker, so I can do some stuff now.


10624
I guess the only addition I have is that there are a few senses in which "world-sharing" is being used:

a) Exchanging world save files after playing games so that successive players can add on to the same world

b) Exchanging world generation data so that the same world can be played over again without the influence of previous games

The first one is simple -- the world is already stored that way, in a number of files that keep track of the materials, maps, species, etc.  The exchange can be done already (and would be, if the game were further along :) ).  Alanor and I have exchanged species and item files a few times while testing, and it works.  Successive games just alter these files.  They aren't tied to a given computer in any way.

I've laid down the groundwork for the second type of world-sharing, as Alanor mentioned, with random number seeds and so on.  The genre-atmosphere-plot system will allow a player to generate some more data (as described in... lessee...  I think the Overhead section of the future page), which will interact with the seed to generate a world.  This data will be saveable and exchangeable (including the seed), so that two players could conceivably simultaneous explore the same world on different computers (to see who comes out with "on top", or just for fun/to compare notes).  After ten or twenty good games on each computer, the worlds would look very different.

Later on, if there's enough support, I can extend the editors to allow more control over preset worlds.  My brother has expressed some interest for example in making an Ancient/Medieval Earth setting that has the well-known land forms and a collection of historical empires (perhaps with glaring anachronisms).  You could also take a preset world and mess with the genre-atmosphere-plot settings...  say, set the plot switch on Earth over to "Impending World Destruction" and watch how the Mayans, Chinese, and Romans deal with it :)

For statistics, do you mean as a player or as a user in the broader sense?  For the player to discover these stats on these things, they'd probably have to go to some kind of authority...  say, a druid for the animal/plant stats, and a royal clerk/census taker for the population stats.  For the user, I'd have to make a "world interpreter" that acts on the save files we've been discussion.  That would be more of an add-on -- but in-game stats should be fairly easy to get, but they probably won't be entirely accurate or sweeping (the druid might know only their specialty animals, etc., and the clerk might make mistakes if they have crummy math skills and are over-confident, or bragging).


10625
Slaves to Armok: God of Blood / Re: smithing weapons and objects
« on: July 14, 2001, 04:04:00 pm »
How would you procure such copious amounts of your own vomit?  That would be quite an enterprise in and of itself.  You'd either have to go bulemic for a long time, and find some way to keep the vomit from rotting away, or use some kind of magical trick to duplicate some vomit that's on hand.  The rib isn't so bad...  I just have to make the game recognize the fact that the broken surface of the rib is jagged and better used for gouging than clubbing.

With the languages, I could just make random jibberish.  It would be more detailed to make the jibberish less random, with racial features (orcs use low back vowels, while elves use more high front vowels, etc.)  Like anything, there are:

a) the level necessary to get the game running (all creatures speak straight English/whatever text)
b) the level sufficient to make the game complicated and interesting (the level you mentioned)
c) the level that we aspire to (something even more complicated than what either of us mentioned)

In order for Armok to run, all things must be brought up to the "a" category, while some things creep up to "b" to make it fun to playtest.  Then we bring things up to "b" while letting a few "c"'s slip in.  By that time, I'll probably be dead.  Whether or not language is one of the things that slips beyond the level you describe remains to be seen...

Right now, we're just pounding things to death.


10626
Slaves to Armok: God of Blood / Re: smithing weapons and objects
« on: July 14, 2001, 02:07:00 pm »
http://www.regia.org/listings.htm

There's some stuff there about how the Vikings, etc. did things that might come in handy.

Alanor can come back to the chemistry questions.

I'll get back to the language stuff later, gotta split for a few hours...


10627
Slaves to Armok: God of Blood / Re: 3D opinions
« on: July 13, 2001, 11:19:00 am »
I know how that feels -- I've dropped a few projects before over graphics, so I'm going to keep the graphics on a tight leash this time around.

As far as models and skins and so on, yeah, that's the general idea.  However, there are at least two things that are going to keep the problems in check:

First of all, Armok hasn't quite gotten to the point where, say, lots of items are being added in at a feverish pace.  That comes a little later -- right now, we're laying down the conceptual framework.  This applies to the models.  At first, I'll make a few crappy models (one for humanoid,  quadraped, etc.), and different creatures will probably be differentiated by size and color (neither of these require making a new model).  Then, just as I'd add in three different basic item types and ten pieces of furniture further down the road, the models would also become more complicated and numerous.  Once the general Armok framework is in, there will be programming sessions devoted simply to bloating the number of items, spells, creatures, and perhaps the graphics bells and whistles as well.  Right now I'm just putting in enough to
a) see the basic 3D maps without having to scratch my head and puzzle out where things are
b) get a real interface up.

Secondly, each random creature doesn't need to have a separate model, at least not with its own image file for a skin and vertex lists and so on.  Just as the parts are stuck together and altered in the game to make the creature in the first place, vertex lists can be spliced and pieces of a few preset skins can be merged to form the creatures overall skin.  Each part or whole model can be scaled to any size, and the stick-figure animation framework can be warped to change the gait of the creature, etc.  This can be done by the game on the spot whenever a creature is loaded.  I don't have to sit in front of a 3D Modeling Program pulling out my rapidly thinning hair to do it.


10628
Slaves to Armok: God of Blood / Re: 3D opinions
« on: July 12, 2001, 08:48:00 am »
As I said before, I'm actually not a big 3D fan.  I've asked a number of times for suggestions regarding the display of the three-dimensional maps, because I can't find a 2D graphics solution for all of the problems that come up with display (the game was originally done in ASCII, but that didn't work.  Isometric didn't work either).  Changing the graphics system is better than removing the Z coordinate from the game or scuttling it entirely.

Also, the top-down view isn't really going to be altered that much.  I hate first person games for the most part...  they don't do justice to the neck :)

[ July 12, 2001: Message edited by: Toady One ]


10629
Slaves to Armok: God of Blood / Re: 3D monsters
« on: July 10, 2001, 10:42:00 pm »
Blood.  Yes.  Armok likes that kind of thing, I suspect  :)  Actually, come to think of it, all of the item sullying, etc. could be displayed...  so a creature could become muddy and so on, and only those parts that became muddy would be covered with mud.  And melted brains...  lots of room to move here.

Water flows are going to be nasty (both in terms of just having the water move right, and to display it).  When you think about all the forces that are at work, it's really impossible to get a sound simulation working in a game (esp. real time, as you mention).  For instance, digging a hole down beside a lake, below the bottom of the lake, over and up.  The water should fill the tunnel all the way back up to the top, regardless of minor variations in tunnel shape...  it just gets ugly.  Or this -- take a cube that's say 20x20x20.  Fill each square randomly either with air, water, or earth.  Assuming the earth is suspended (or not), how would the water settle?

In the face of some of these problems, all that can be done is well, fudging the results.  I won't restrict player actions though...  you will always be able to dig wherever you please, and no matter what it ends up doing, enough water will shift when you dig up through a lake that you will probably be in bad shape.

I haven't thought about the graphics side of it very much.  There are probably some nice examples out there.  Any good waterfalls?  Those should be a good challenge to display nicely (I mean, when you consider the random landscapes and flows as well, the game will have to be able to react quite a bit...  I can't just plan for a few types of waterfalls).

So, yeah, no doubt about it.  Water is one of those real pains.  Kind of like polymorphing, and a few other things...

In actual programming news, I've just finished up a fractal landscape sample.  On my old computer (the 350 w/out a 3D card) I can print about 10000 or so triangles without much of a speed problem, so OpenGL is working nicely.  I've been quite happy with it so far.  I'm going to make some cheesy 3D models to work with over the next few programming sessions.  Then I can make the graphics switch rather quickly.  After that, I'll start heading toward some kind of test release (still around the 3% done mark though  :roll: ).

[ July 10, 2001: Message edited by: Toady One ]


10630
Slaves to Armok: God of Blood / Re: 3D monsters
« on: July 08, 2001, 03:56:00 pm »
I think in the end I've decided to use 3D models.  So how will they work?  The current theory (subject to massive revisions and comments as usual) is a combination of the two things you mention (one model / type, glueing pieces together).

From what I've seen, a 3D model (one that is going to be animated, anyway) will generally be a polygonal mesh, with different polygons associated to different pieces which move independently (like the arm polygons, etc.).

I think I'm going to have stick figures for each form (humanoid, quadraped, etc.).  These stick figures will be animated (relatively simple to do).  Then a given species of creature will have a polygonal mesh which fits over the form stick figure.  There are lots of little tweaks that can be added to this to make it better (scaling, animation modifications to produce different types of gaits, etc.).  If the ends of limbs (elbows, shoulders, necks, knees, etc.) are designed in some uniform fashion, I will also be able to cut and paste parts seamlessly for hybrid creatures (even player designed ones).  Since the game has random creatures, the 3D model structure needs to accomodate all sorts of possibilities with minimal fuss, and I think this is a good starting point.

One of the best features of the 3D stick figures will be that severing body parts graphically becomes a trivial operation.  All you need to do is define some cutting points on the polygonal meshes and some (gory) textures to put on them.  It should really be quite fun to program and to play.

I haven't seen That many modern games myself, so if anyone has any suggestions, you should definitely speak up.  I could be missing some problems or opportunities.


10631
Slaves to Armok: God of Blood / Re: CHAT AND DOWNLOAD
« on: July 07, 2001, 12:04:00 pm »
I used to put out releases fairly regularly before my exam study began, and I'll start doing that again.  I'm basically waiting on my new computer, so I can set up an interface and a skeleton of the final graphics system.  I'll definitely put out a release at that time so I can get some feedback.  It's usually a bad idea to put out a timeline for any kind of programming project, but let me see:
Today is July 7
Assuming the online vendors quit giving Alanor headaches, I'll probably see my computer...  July 20th?  (or whenever Alanor says)  I'm taking a trip from August 1st to August 8th, so I'd say the next release will come either just before I leave on July 31st, or sometime in the middle of August.

Of course, the game is hardly complete (you can read the log and plan to see where I am), but at this point it can be fun to mess around with sometimes.

As for the chat room, I'm still having trouble with my internet connection.  Stanford doesn't recognize or has blocked the Bay 12 site for some reason, so I can't get there except through AOL (I'm on AOL now) or from my math office.  For some reason I can't get into the chat room from AOL, and I'm hardly ever in my math office.  As for other people, I suspect the game doesn't really have much of a fan base right now, since it isn't complete and I haven't made any advertisements or releases in quite some time now.

As for the actual game, I've been planning growths and the magical arts skeleton (they're kind of like the fighting styles), and I'll probably knock some things off the to-do list today.


10632
Slaves to Armok: God of Blood / Re: the chu-ko-nu
« on: June 26, 2001, 09:39:00 am »
Hey 680.  Yeah, there aren't really "rounds" in this game right now.  An action takes a certain number of "clicks".  So if it just takes 100 clicks to reload a regular crossbow, a repeating crossbow would just take far fewer.  The game is still turn-based, because you have unlimited time to act when your previous action expires, that is, after you reload for 100 clicks, you then get to decide what your next action is for as long as you like.  On the other hand, because "clicks" in essence mimic real-time "frames" or screen refreshes, the conversion would be trivial to program, and might be a game option in the future.  It would be nerve-wracking though, since even a highly skilled character would have to be constantly on the lookout for lowly creatures like kobolds.  Anything can kill anything else in this game if it's lucky (no hitpoints to slowly wittle away).

Lessee, what else...  I have no idea what a chu-ko-nu/cho-ku-no/whatever looks like, or how it works, or any other repeating crossbow for that matter.  Does it come up on a web search?

Multiple piercings would be difficult -- in particular, from the "stuck-in" point of view.  I'm not sure how to make a large bolt nail three smaller creatures together (or a large sword for that matter).  Even regular stuck-ins lead to problematic scenarios, especially when there are more than one between two or several creatures.  It can get arbitrarily messy.

My internet connections are all messed up right now.  I think I'll still be able to do updates, but I have to dial in through the university and then go on AOL to do them.  It's very strange.

[ June 26, 2001: Message edited by: Toady One ]


10633
Slaves to Armok: God of Blood / Re: NEW IDEAS
« on: June 22, 2001, 05:59:00 pm »
Only a few things to add:

The time unit being used now I simply call a "click".  For a regular creature to move between squares takes say, 50 clicks, and a regular attack takes about 10.  There's lots of wiggle room here, so creatures can have fairly fine degrees of speed.  I haven't decided how long a "click" is...  maybe 1/5 of a second or even less.  In the regular mode walking around, it would take a long time for a day to pass (I won't accelerate time as in some games).  However, you will spend a portion of the game in "travel mode", where time will pass faster.  In travel mode, getting food will probably be abstracted slightly, whereas in regular mode, you will have to eat, but time will pass in a normal fashion.  Keeping enough food won't become a complete annoyance (as it is in many rogue-likes, for instance -- with the click times above, you'd become slightly hungry in about the same time as Nethack, but it would take about 40 times as long to starve to death -- water is a different matter).  On the other hand, light sources might be more annoying, since I don't plan to have a plethora of inventory "slots" (missile weapon slot, light slot, weapon slot, shield slot, etc.).  You have hands.  The interface will have to pick up the slack.

About the player histories, we had mentioned some time ago an option: "interactive histories".  This might be along the lines of what you want.  As Alanor mentions, actually playing a two year old would probably just get boring -- especially if you had to do it every single game.


10634
Everything in Armok is made out of a material.  Certain materials have nutrition values and so on.  Ideally, I would be able to assign poison effects to each material, and these effects would be different for each species.  That would probably be too memory intensive, although there are some ways to abstract it.  In any case, a poison will simply be a material that has some kind of adverse effect on a creature.

The effect will be tied to a delivery method (contact, ingestion, inhaling, etc.).  The same material might have a different effect when ingested or brought into contact with a given creature.  When a creature picks up an object, the game will check its temperature to see if the creature is burned.  In the same way, the game can check the creature's species against the poison effects of the item's material and act accordingly.

Poisons will be able to attack any of the systems that are running in the creature.  At the current time, (mammalian) creatures have a nervous system, a respiratory system, a metabolic system (via liver), an excretory system (via kidneys), and a circulatory system.  They also have the tissues themselves (such as muscle and bones) that a poison could attack.  These sorts of poisons would cause wounds (similar to combat wounds) to the relevant tissues, while systemic poisons will interfere with the function of the affected system.

Creatures will also have a digestive system for poisons to affect, as soon as I add food :)  These poisons would probably cause nausea and vomiting (both of which will also be effects in the combat system).

Poisons might also have "steps", moving from one system to another, although this will be more common for diseases (which are otherwise quite similar).

Since poisons will be materials, the player will be able to delivery them any time he or she finds them (by coating a weapon, or slipping them in a drink, etc.).  "Item sullying" is coming very soon, and with bloody weapons come weapons coated with any material, including poisons.  Dissolving a poison in a drink will come when I add large bodies of water (which will probably keep track of dissolved oxygen for the fish, and similarly other dissolved gases and solids).

If the poison effects sound complicated (instead of "100 turns until death" or "lose 1 hitpoint per round"), well, I guess they are...  but in terms of game-play, a poison will cause you to become "sick", and you'll find yourself unable to perform tasks as well (because a system or tissue is affected).  A strong poison will kill you quickly or slowly.  You don't have to muck around in the details if you don't want to.

I haven't considered antidotes; these fall under chemical reactions, which can get messy very quickly.  A simple solution would just be to assign every poison or poison effect a corresponding antidote material (assuming it has an antidote), which also would have a delivery method.  Anything more complicated than that depends on how other chemical reactions (lighting fires, mixing reagents, etc.) are implemented.

Since this is a fantasy game, outlandish poison effects and delivery methods are not off-limits.  When I implement poisons (the first poison will probably come when I add snakes and slithering movement), I'll probably go nuts.  Suggestions are welcome :)


10635
Slaves to Armok: God of Blood / Re: New stuff happening!
« on: July 03, 2001, 09:41:00 am »
Corpse processing and the interface really go together.  Since I'm planning to redo (or add, since it is that bad) the interface, it's actually difficult to add corpse processing now (back before I was planning to switch to some kind of 3D system this wasn't a problem).  This is because, in terms of programming, corpse processing is simply interface at this point.  The rest of the code is in (body damage, items, etc.), we just need an interface to enable the processing itself.

As soon as I get my new computer (Alanor is currently hassling computer companies over shipping delays), I think I'm going to give OpenGL a shot.  If I'm lucky, it shouldn't take more than a few days to get a backbone set up.  Then we can discuss interface suggestions.  This should happen in the next 2-3 weeks, depending on the computer nonsense.

In the meantime, I've been planning growths (fingernails, claws, hair, etc.).  The creatures without weapons really need them in order for the combat system to be complete.  I was going to do stuck-ins now, but they still frighten me on many levels.  It is conceivable that a train of stuck-ins could run right off the loaded map.  Very unlikely, but I don't have the convenience of blowing off the problem for that reason (I'm SURE somebody's necromancer will have a couple hundred zombie slaves stab each other in the backs, stretching for as many squares...  just to force me to confront this).  Stuck-ins will also require some interface options, which I'm shying away from.  So that's still in the works.

Vegetation and item wear/breakage/sullying are slated (those don't require much interface at all).

Finally, I've also been solidifying many of my plans for the magic system.  The sooner I get the fundamentals programmed the better, since magical variables naturally permeate every object in the game from creatures to items to map squares.  Actual spell-casting will require some interface again, although that's no reason not to let the enemy critters start it now.

Things have otherwise been a little quiet lately because of some unforeseen hassles coming out of the recent move, and running a temperature of 100F the past few days...  uck...


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