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Messages - IndigoFenix

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616
Creative Projects / Re: BoundWorlds Update: Custom Currency Update
« on: October 09, 2018, 07:05:19 am »

Continuing on the Realm of the Tower (I haven't come up with a good name for it yet) I came up with an idea for designing the world as a whole.  I'm writing up a large number of sidequests that give you a "Soul Shard" as a reward, and then constructing the world around that list - every major structure will be either related to the main plot or have a Shard associated with it.  This will help me fill out the world in between the main quest points and ensure that every area has some reason for players to explore them.  There will be 108 Shards in total, and can also be used to purchase some unique items in a special shop, as well as unlocking a secret area for finding them all.

617
Creative Projects / Re: BoundWorlds Update: Custom Currency Update
« on: October 07, 2018, 02:52:34 pm »
Mixing up the shapes should work just fine.  Placing enemies in more interesting patterns might also work well; trace the player's expected path and put more difficult groups in the later areas.  I'd also put a healing point before the Sculptor though.  He's tough to beat even with full HP.

I should also point out that for custom dashes, if you don't restrict vertical spread to 0 during aiming, the user can jump up while using them while the player is jumping.  If they have no gravity set this will cause them to hover in the air.  This happens with the scorpion, and possibly others.  This does not happen with default melee attacks (which automatically constrain vertical spread).  I don't think I'll make -1 gravity the default; at least if there's a zero-gravity problem it's easy to see the error, so this will just be something that people who make custom techs have to learn.

618
Creative Projects / Re: BoundWorlds Update: Custom Currency Update
« on: October 06, 2018, 04:03:04 pm »
I did make a few changes in how projectiles are aimed, so it's probably that.  I'll check it out.

As for the trial's overall quality, Lusuria had a lot more variation between rooms, while this one pretty much uses a single gimmick the whole way through.  While building a dungeon around a single main gimmick is common practice, all the rooms have basically the same structure the whole way through, which feels less interesting.  Maybe instead of just having a grid of identical plateaus, you can join some of them together and put something unique in the larger space?

619
DF Modding / Re: Is manually creating night creatures possible?
« on: October 06, 2018, 03:35:32 pm »
The only way of making viral syndromes that spread in worldgen is to use a transformation effect and give the transformed creature a special attack that transmits the effect, like werebeasts.  The transformation does not have to be tied to lunar cycles.  It will probably not spread very quickly though.

Other interactions can be used to create a spreading plague, but it will not work in worldgen, only during gameplay.

620
Something needs to be done about the "wrestle a small animal for a few hours in order to become a god of war" exploit.

A suggestion: Combat experience should be gained whenever a combat action succeeds.  The experience gained should then be adjusted according to how likely it was to succeed.  If the probability of success was 100%, no experience is gained.

Fighting enemies on your skill level or higher would level you up the fastest.  Punching an unconscious enemy would do nothing since all attacks are guaranteed.  Grabbing a muskrat and dodging its attacks would stop improving your dodging ability once it became effortless.

This would be best augmented with the ability to spar with teammates or random strangers in Adventure Mode.  You would simply set a combat option to "sparring mode", which would make your attacks deal no damage.  You could then ask another character to spar with you.  Since the experience gained from succeeding in a "touch attack" would also be adjusted by the success in landing the attack just like a real attack, the fastest way to safely gain combat experience would be by sparring with opponents on a similar level to yourself, which is more logical than wrestling wild critters.

621
So I finished the game on Normal, and it's great!  It took a few tries, but that's expected - it made it seem a lot like the arcade shooters of yesteryear, where you have to play it until you master it, but the upgrade system means that mastering earlier levels gives you a major advantage in later ones.  Well, I said this already!  Anyway, it works great and seems pretty much balanced.

I didn't see any real difference as far as the one-hit enemies are concerned, but thanks to the improved and more affordable Sensor Upgrade, they were much less frustrating to deal with anyway. I like that the Sensor Upgrade becomes available at around the time that the red wedges show up if you're building defense from the start, while if you max out offense and then start building defense, it becomes available right around the time the Leviathans start becoming a threat.  So that's perfect.

The red Leviathans at the final boss occasionally didn't give alerts before appearing, this might be a bug?  Didn't give me much trouble though.

The bosses might be improved on by reducing their attack power and increasing their HP.  They are very fast and unpredictable, and if you don't have their patterns down already they can easily kill you multiple times before you even figure out what's going on.  This might prove to be a problem for new players now that lives are a thing, since they might not get enough tries right away to figure out the pattern.  On the other hand, finally learning the pattern and beating the bosses can feel like a much bigger accomplishment.

(Honestly, the final boss seems like the easiest boss in the game.  All the others are skill and experience gates that are vastly more difficult than anything that came before them and pretty much ensure that you have the requisite upgrades, but if you can make it through level 19 the last boss is a walk in the park by comparison).

Other than that, as far as gameplay is concerned ALS seems pretty much perfect.  The only thing left to add is polish.  Adding some different backgrounds as you progress through the game would be cool.  Maybe a story?

622
Trying it out... Feels good so far!  I've encountered a bug though; losing all lives does not result in a game over, it just sends you back to the shop and you keep playing with negative lives.

623
Have you considered adding, https://www.ssbwiki.com/Petey_Piranha to the mod?
Maybe as a semi-megabeast or a megabeast?

They are already in, they are just called Boss Piranhas.

624
General Discussion / Re: Order of the Stick
« on: October 03, 2018, 04:32:38 am »
I'm surprised that Durkon isn't referenced more on these forums.

625
General Discussion / Re: Railgun and Spirituality Discussion
« on: October 03, 2018, 04:24:22 am »
It's not related to quantum mechanics itself - the same principle applies to the old "if a tree falls in the forest" question.  Any aspect of reality that a given observer is not directly conscious of is, from their perspective, undefined.  The question remaining is "how does 'any possible reality' coalesce into a single consensus reality, and under which rules?"

People just like sticking poorly understood quantum mechanics into things because it sounds sciencey.  This is a philosophy question, not a physics one.

I'm for the anthropic principle. The universe is hospitable to sentient life because if it weren't, we wouldn't be here and thus, obviously, would not be able to perceive it. Makes sense and does not require anything supernatural to explain.

True.  The "Nature abhors mutually exclusive universes" premise that this theory rests on is not required for an understanding of the universe as it is, and defies Occam's Razor to suggest it.  However, it does allow a belief in God which is more sophisticated than "old man in the sky", more relevant than "abstract force that created the universe and then left" and has semi-predictable sapience-like properties while also being entirely inhuman and mostly ineffable.  It is therefore a belief that can be used to formulate a proper religion that works in the modern age.

626
General Discussion / Re: Railgun and Spirituality Discussion
« on: October 03, 2018, 02:38:11 am »
I did come to my current understanding of God by contemplating the philosophical issues of teleportation.

You know, the old "Ship of Theseus" question; if you break someone into atoms and reconstruct them elsewhere, are they the same person or did you just kill them?  What if you make a second copy?

Since no "vital principle" that gives matter the ability to "experience" qualia has ever been observed, Occam's Razor would suggest that it does not exist, and that anything that behaves like an "aware" being is, in fact, just as aware as anything else regardless of where it came from.  However, since the ability to experience things definitely does exist (in fact, it is the only thing we can truly be certain about) it must derive from something.  This suggests that awareness is a property of reality itself, and that anything with a bare minimum of certain traits has a degree of awareness.

These traits are, I believe, an ability to absorb stimuli and also to retain information about the stimulus it receives over a period of time.  This would include any bit of matter, even a single atom (an atom can absorb a photon and this boosts its energy state for a time).  The only difference between a human being and an atom is one of complexity; unless we assume an arbitrary threshold of complexity that spontaneously generates awareness, it stands to reason that an atom also possesses a unique view of reality, if one orders of magnitude simpler than what we are capable of experiencing.

The next bit is a bit complicated, so I'll try and simplify it by using single massive particles as "observers".

Imagine a universe with three entities: Particle A, Particle B, and Photon C.  Photon C is emitted, and may be absorbed by either Particle A or Particle B.  Particles A and B are both observers who represent a particular "viewpoint" of the universe; each one "perceives" a universe in which it either did or did not absorb Photon C.  (If it did absorb the photon, it "experiences" a heightened energy state.)

This universe has now split into not two, but four unique perspectives, depending on which particle's perspective we are using and which event actually occurred.

Universe A-A, where A observes that it absorbed C.
Universe A-B, where A observes that it did not absorb C.
Universe B-A, where B observes that it absorbed C.
Universe B-B, where B observes that it did not absorb C.

As long as Particles A and B never interact, all of these universes can exist without any contradiction.  However, once the particles interact, any mutually exclusive universes must collapse.  Universe A-A cannot coincide with B-A, and A-B cannot coincide with B-B.

Now, here's the leap in logic that the bizarre theory requires: Nature abhors mutually exclusive universes.  The simultaneous existence of perspectives that cannot be allowed to interact places a form of "stress" on the fabric of reality, encouraging timelines in which mutually exclusive perspectives do not occur.  (I will call the force that collapses mutually exclusive universes "Arel").

The solution to this problem is to generate more complex structures that are capable of perceiving and remembering a greater slice of reality.  A universe of independent atoms has little need for consensus reality; every atom can perceive the universe more or less independent of each other.  But complex, living structures do not operate this way; each possesses a vast amount of information which swiftly collapses multitudes of potentially exclusive universes before they are allowed to form, lest they create a contradiction in the mind of the organism.

In order to ensure that such entities exist, the laws of physics as well as individual events are retroactively manipulated in order to bring them about in the future.  This creates a universe that is conductive to the development of intelligent life.  (I will call the force that retroactively manipulates the past in order to bring about a given future "Ophan").

However, it is not over yet.  Humans are a crowning achievement for this cosmic drive that causes the universe to try and perceive itself in its entirety, but are far from the crowning achievement, which will not come to fruition for an unfathomable amount of time in the future.  Therefore, our present is still being manipulated in order to bring about the event in which a single entity perceiving all of reality is able to be brought into existence.

627
General Discussion / Re: The Dream Thread
« on: October 03, 2018, 01:56:02 am »
I had a bizarre and surreal dream about working for a man called Captain Ramen who was operating a Chinese food empire.  The dream wasn't quite in chronological order so I didn't understand what was going on at first; it began with the ending, shortly after defeating an unnamed Master of Vines (the "vines" in question were actually a swimming pool full of noodles).  The Captain revealed that now that his two rivals were defeated, nothing would stop him from making the rest of the world his slaves.

There was then a flashback to the battle against his other rival, the Dugong, which was a literal dugong who lived in a lake full of soy sauce.  There was a jingle as well, but I forgot it.

The Captain was defeated by being drowned in the noodle pool.

I don't even like Chinese food.

628
DF Modding / Re: NPC preferred attacks
« on: October 02, 2018, 10:54:45 am »
Adventure mode LARGE_PREDATOR attacks are No Quarter from the start, so all attacks will be used.  It's only domestic creatures in fort mode that have this issue.

629
Creative Projects / Re: BoundWorlds Update: Custom Currency Update
« on: October 02, 2018, 10:23:26 am »
Been watching some more videos on dungeon design and game structure.  This has given me an idea that you may or may not want to use or imitate.

Spoiler: Slightly spoilery (click to show/hide)

I'm also considering the possibility of making objects with -1 gravity "stick" to the floor except when using a programmed jump or dash, and making this the default for objects.  Sometimes enemies with 0 gravity get stuck in the air, generally when targeting the player while they are jumping.  Hmm... or maybe I should just fix up vertical targeting so that objects travel in a straight line by default, then they won't get stuck unless something else moves their vertical position.

EDIT: I fixed up some issues with the "Aim at Target" event.  Using horizontal and vertical spread should work correctly now; setting vertical spread to 0 will force the next dash or projectile to go in a straight line, and default melee attacks now use this to minimize the risk of objects floating in the air.  I also made it possible to save an aimed position as a variable so it may be referenced later.

EDIT: I'm doing some server updates, so BoundWorlds might not run for a few hours.  EDIT2: It's back up.

630
It fits surprisingly well with my "Toads are humans mutated by a plague" theory.  I guess the crown just "cures" them.

I don't think I'll put it into this mod though.  At least not until magic equipment is a thing.

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