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Messages - Toady One

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9991
Slaves to Armok: God of Blood / Re: Save/Load
« on: April 24, 2002, 01:23:00 pm »
Not to mention that my already impoverished ass is eating the no-banners-or-popups web hosting fees and paid the hefty license fee for this bulletin board...  maybe I should declare Bay 12 a non-profit organization and solicit donations that you can write off on your taxes...  I am after all providing a free service which contributes to the edification and corruption of the human race.

Back to linear algebra day -> office hours begin shortly...  this will be the last message as my spacecraft passes to the dark side of the moon...  I hear voices...  THEY ARE COMING!  BREAK OUT THE CHALK!


9992
Slaves to Armok: God of Blood / Re: Save/Load
« on: April 23, 2002, 09:33:00 pm »
California is hot and this house is hotter and this room is hotter than that, but somehow I managed to finish almost all of the clean up.  This is surprising, since I rewrote little parts of everything...  basically, I need to keep track of what is referring to what, so I don't save pointless objects (like inventory items of creatures that you ran away from).  The problem was that when you delete an item, all of the actions and so on that refer to it need to be altered.  For instance, if you are processing a corpse at the same time that somebody is trying to pick it up, and the processing destroys the object, the pick up action of the other creature needs to be deleted or altered.  The way I dealt with this before wasn't very save-friendly, so it had to be changed.

There might still be some problems -- we'll see as I finish the cleaning tonight and Thursday.  Wednesday is totally packed:

Morning: classes, math reading
3PM-6:30PM: office hours
6:30PM-9:15PM: proctor exam
9:15PM-THURSDAY: grade exam

However, since there is an Armok log entry for every day from March 24th, 2002, I'll have to find time to do at least one thing :)  I only cheated once -- April 17th, 2002 says "Had a birthday" :)  I must allow myself certain luxuries to perpetuate my thankless grind...  I guess I'm a real Slave to Armok...  he he he...


9993
Slaves to Armok: God of Blood / Re: Save/Load
« on: April 22, 2002, 11:34:00 pm »
The overhaul is going a lot faster than I anticipated...  I just changed about 400 little bits and pieces of code, and it still runs.  I'm about halfway there.  My schedule is a little hectic midweek (my calculus students have a midterm!!!!), but if all goes well I might actually get something out on Sunday.

BTW, if you were interested in Alanor's space game and link into the Armok forum, you can click on "Bay 12 Games Forum" above to get to the other area where he's posted a progress report.


9994
Slaves to Armok: God of Blood / Re: Save/Load
« on: April 22, 2002, 10:30:00 am »
Hmmm...  certain aspects of saving universes entail a major overhaul of some code portions.  I'm not sure how long it will take yet.  Don't count on anything for next weekend.

9995
Slaves to Armok: God of Blood / Save/Load
« on: April 21, 2002, 04:04:00 pm »
I've done world definitions so far...  you can save them and load them and copy them and delete them and all that.

I still need to do universes and actual save games.  Many headaches to come, but I can use all the same scrolling and file functions and so on for them, so they will be less work in that way at least.


9996
Slaves to Armok: God of Blood / Re: Shooting
« on: February 05, 2004, 02:19:00 am »

When you detonate yourself, you land all over the hill like this, but it went very very slow (took about 40 seconds from blast to landing), and 4 of the pieces went through the ground and kept going (that really sucks -- I'm not sure where the bug is).  Anyway, a tasteful arrangement, but I need to speed it up or abstract it and work the bugs out.  Right now, each of those chunks actually stands for something (you could shift through the mess and actually pick out a few pieces of lower spinal cord tissue)...  even though I had realism in mind, this isn't so realistic.  The chunks should probably be more like "lower body slurry" and you can pick through each chunk and possible find what you want.  Then it should go faster, as there will be fewer chunks all together.  This kind of abstract corpse item will be required when I go to make things like hides and so on for clothing.  You don't weave a cap out of a raccoon's hair, you just use the hide itself as a single object.  Hmmm....  anyway, more things to do...  there should also be some kind of liquid splash from the circulatory material.  Very pleasant.  I'm glad I'm not a morbid person, obsessed with the pieces of the dead.  Yes....


9997
Slaves to Armok: God of Blood / Re: Shooting
« on: February 04, 2004, 08:35:00 pm »
You mean you'd like to start with one or no types of magic rather than everything?  The statistician in you might have to wait for the game to be much further along before we start...  ordering things.  Then again, when the game is that far along, we'll all be in nursing homes.

The tree inventory is a little awkward just because when you set up your firing actions, the action would need to point at some kind of extra node for the "24 arrows", so that you wouldn't have to keep redesignating ammo and at the same time wouldn't fire things you don't want to fire.  The node would amount to the item stacks I'm talking about (which are just lists of items)...  I guess it's all the same thing.  I don't need to add containers to do stacks of items, it's just roughly equivalent (since containers are just an item with a list of items in it) so I'd thought I'd save time instead of double-coding everything.  The real release-delay issues are more like (1) generally super-busy this quarter (2) making projectiles behave quickly yet sensibly is annoying since I've never written a doom-style game with lots of 3D line intersections etc. (3) clothing sucks, and (4) maybe there are just too many items on the release list.

Perhaps I should break this release into two pieces to keep it workable.  Clearly it was a bit overambitious.  Or at least, I should aim for some kind of prerelease-able point so that people can shoot things and find bugs at the same time.  Then I can work on actually building clothes from dead animals after that, since that will be a whole new can of worms...  not that worms yet infest dead animals...


9998
Slaves to Armok: God of Blood / Re: Shooting
« on: February 02, 2004, 04:14:00 pm »
I think kobolds on speed might be a welcome addition.  And you should probably have to get drunk before you can fight a dragon.  Then I can make your character say random things to it and stumble around and get killed.  At least the high score entry would be amusing.

Man, projectiles suck.  It was satisfying shooting a reptile in the leg and downing it, but lots of crap left to work through...  especially that part where the arrow hits your arm when you shoot it...  then what...  I guess you need to be able to skin things and make clothes.  And lots of other things...  2009...  2009...


9999
Slaves to Armok: God of Blood / Re: Shooting
« on: January 24, 2004, 07:17:00 pm »
I guess that's most of everything there...  you're right that I won't be able to use some of that, but I'll try to at least hit the major points.

I'll be like 31 in 2009.  Damn.


10000
Slaves to Armok: God of Blood / Re: Shooting
« on: January 23, 2004, 02:04:00 am »
Cool...  I guess it should kind of flop around like a fish (spin slightly off the long axis) so you know you did something wrong...

10001
Slaves to Armok: God of Blood / Re: Shooting
« on: January 22, 2004, 01:49:00 pm »
That's how it is now, except that I haven't done the fletching.  Once you can actually use whole creature parts you could use whatever, although, I guess you could put thin wooden fins on an arrow?  The arrows at my parents' place use plastic.

Does anybody know how ancient fletching evolved?  Wood?  Feathers?  Something else?  Does using still nothing work to some degree?


10002
Slaves to Armok: God of Blood / Re: Shooting
« on: January 19, 2004, 08:10:00 pm »
I shot an arrow at a rabbit, but I hit the edge of the hill it was sitting on instead.  So I went over to pick up the arrow, and as I was walking, a giant insect started running toward me.  I made it to the arrow first, and shot it at the bug, but I only winged it with the shaft, bruising one of its legs.  I only had that one arrow, so I tried to fight it off by clubbing it with my bow...  it beat me into unconscious, broke my leg, and went off to kill rabbits...

There are lots and lots of bugs.  But the code is all there.


10003
Slaves to Armok: God of Blood / Re: Shooting
« on: January 18, 2004, 04:42:00 pm »
I updated the log just now...  you can also check progress that way (although I hadn't been keeping it up).  I don't want to constantly update the News section and the forums with the same information, so I'm using the forum for minor progress reports and the news section to announce releases.  

I'll try to be better about keeping the log updated, though.  The file is current now.


10004
Slaves to Armok: God of Blood / Re: Shooting
« on: January 16, 2004, 10:37:00 pm »
Actually, I think item stacks will be done with containers, because they are more or less the same thing.  I'm still going to have items with numbers, such as "16 wooden arrows", but at the same time, you could have an item stack 'container' called "16 wooden arrows" which is actually composed of two items -- "15 wooden arrows" and "1 wooden arrow that explodes when you try to shoot it that you don't know about".  If there are N arrows in the pile, it would assign a probability of 1/N that you pull out the bad arrow.  Then you've got problems.  In this way, you won't be able to always use the common roguelike trick of telling magic items apart by how they stack in your inventory.  On the other hand, if you pick up two batches of similar looking arrows at different times, the game will keep them separated.  However, if you find one batch of an item, it might actually contain many different items that just look similar.

Anyway, so item stacks will be stored like a backpack.  You'll be able to move them around like a unit, but they may contain more than one item definition.  In this way you'll also be able to throw them all at the same time if you want, although I'll have to be reasonable with the projectiles (if you have 100 marbles, maybe it won't make 100 projectiles...  probably too slow).


10005
Slaves to Armok: God of Blood / Shooting
« on: January 16, 2004, 07:19:00 pm »
I finally shot an arrow at a rabbit.  Now I need to make item stacks (for arrows) and make the arrows stick out of the rabbit.

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