ToME: the Tales of Maj'Eyal

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 Post subject: Re: T4 status update
PostPosted: Tue Dec 01, 2009 7:37 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
That is next to come after AI :)
Although I am wondering if it should be done for ToME or not yet, maybe too much complexifiction for not much gain .. or maybe not

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 Post subject: Re: T4 status update
PostPosted: Tue Dec 01, 2009 7:48 am 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
I have moved this to Tome4 development.

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 Post subject: Re: T4 status update
PostPosted: Wed Dec 02, 2009 12:17 am 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1715
Location: West Virginia
Hmm. Beams bouncing off walls into the player... Monsters leveled according to player level... Monsters using items in their inventory... It all seems oddly familiar, like something that happened in an alternate universe long ago.

"The kobold picks up the wand. (more) The kobold zaps the wand. (more) You are hit by a death ray. (more) The death ray bounces off the wall. (more) You are hit by a death ray. (more) You die."


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 Post subject: Re: T4 status update
PostPosted: Wed Dec 02, 2009 12:26 am 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
Yottle wrote:
"The kobold picks up the wand. (more) The kobold zaps the wand. (more) You are hit by a death ray. (more) The death ray bounces off the wall. (more) You are hit by a death ray. (more) You die."
Darn I forgot my cloak of reflection!

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 Post subject: Re: T4 status update
PostPosted: Fri Dec 04, 2009 12:40 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
I have found the slowness culprit, it was actually not the AI's fault, well indirectly. It was my class interface system.
It is not much faster. Still slow on big open spaces thought. But i'll see to it later.

I now have a birth system and I'm currently implementing races and classes.

BTW I had a neat idea for Beornings. Since the engine allows it easily the bear form could be like an other player and when you morph to it you gain a new talents tree and stats and can level the form independantly of the human form. With its own specific talents maybe.

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: T4 status update
PostPosted: Fri Dec 04, 2009 1:16 am 
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Keeper

Joined: Tue Aug 12, 2003 3:08 pm
Posts: 1537
Location: The edge of the Abyss
That would make Beornings much more interesting to play... Perhaps you could level them up separately as well?

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 Post subject: Re: T4 status update
PostPosted: Tue Dec 15, 2009 6:02 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
Plop!

Some update of the last 10 days:
- Switch the rendering engine over to opengl wit the help of jules bean, feels much faster now
- done some writing, commited an ideas/ directory with a rought scheme for spells & physical talents go read it!
- implemented quite a few spells already
- made the object system, once can now wield/takeoff stuff
- defined&implemented the combat system, with the various stats it will use
- implemented some races & classes & subraces & subclasses & sex (only sex is proposed, I rigged the game to force a mage at start, makes my testing faster :)

Jules is making a parser to convert, a bit, some of T3 monsters and I'll be doing a real dungeon generator next :)

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: T4 status update
PostPosted: Tue Dec 15, 2009 8:53 pm 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
darkgod wrote:
BTW I had a neat idea for Beornings. Since the engine allows it easily the bear form could be like an other player and when you morph to it you gain a new talents tree and stats and can level the form independantly of the human form. With its own specific talents maybe.

Can this be done for other creatures that the players can use? So for instance in Symbiosis can we level a mold?

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Jon.


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 Post subject: Re: T4 status update
PostPosted: Tue Dec 15, 2009 9:06 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
Dunno if we will but we could easily yes.
All monsters are capable of leveling.

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: T4 status update
PostPosted: Wed Dec 23, 2009 7:28 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
An other update!

- Dungeon generator is working, some loose ends still (some times unconnected parts or weird doors), if you like to fidle with level generators this is your chance :)
- started making a small objects list
- wilderness
- bree (empty though)
- NPCs can be generated with random equipment
- fixed/improved probabilities generation for items/npcs creation
- ego items/npcs
- rebalanced spells a bit, probably too deadly now, i'm getting destroyed by casters :)

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: T4 status update
PostPosted: Thu Dec 24, 2009 5:59 am 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
Sounds like good progress! Some comments:

darkgod wrote:
- Dungeon generator is working, some loose ends still (some times unconnected parts or weird doors), if you like to fidle with level generators this is your chance :)
Any chance of permanent dungeons (as on option)?
darkgod wrote:
- started making a small objects list
I would hope that the list of trivial items eventually rivals the current 2.3 list...
darkgod wrote:
- wilderness
- bree (empty though)
Automatic travel? So you enter were you want to go and you go!
darkgod wrote:
- NPCs can be generated with random equipment
- fixed/improved probabilities generation for items/npcs creation
- ego items/npcs

Which, I hope allows one to steal...
darkgod wrote:
- rebalanced spells a bit, probably too deadly now, I'm getting destroyed by casters :)
Ranged attacks are deadly! I include archers... Which means that people may have to adjust tactics to suit!

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Jon.


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 Post subject: Re: T4 status update
PostPosted: Thu Dec 24, 2009 8:14 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
Permanent dungeons as in ? Saved levels ? possible from the start (probably one or two bugs since I did not test it much). Actaully I'll probably use them for T4.

About stealing, all the equipment is NOT dropped on death, only if it is ego/unique or by chance. And actual drops are not so common, to not have a need for an automatizer (I hope...). But a thief should be able to steal more than what will drop. Whichc should be a real nice way to promote shady characters :)

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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