Search found 10 matches

by FinalParagon
Thu Sep 16, 2010 4:31 pm
Forum: Modules
Topic: More mutually exclusive talent nonsense!
Replies: 6
Views: 3381

Re: More mutually exclusive talent nonsense!

That's exactly what I was trying to figure out how to do. It works perfectly now, thanks a bunch!
by FinalParagon
Thu Sep 16, 2010 3:30 pm
Forum: Modules
Topic: More mutually exclusive talent nonsense!
Replies: 6
Views: 3381

Re: More mutually exclusive talent nonsense!

Yeah, all of them are set to '1'. Actually, every talent has this set to one, since I'm only using talent categories as headers to separate like skills. So here's their definitions as of right now. None of them have actual effects yet, but that hasn't affected any other talent in this way (or at all...
by FinalParagon
Thu Sep 16, 2010 1:40 am
Forum: Modules
Topic: More mutually exclusive talent nonsense!
Replies: 6
Views: 3381

More mutually exclusive talent nonsense!

I found myself really busy with all manner of things, but recently picked up T-Engine again. Time for a question very related to my last one. The problem this time isn't that I can't set talents as mutually exclusive, it's that the engine only fully recognizes this for the last talent in any given s...
by FinalParagon
Sun Aug 29, 2010 7:15 pm
Forum: Modules
Topic: Frameworks and Attracting New Users
Replies: 10
Views: 4423

Re: Frameworks and Attracting New Users

Oh, absolutely! A really good template module is exactly something T-Engine needs. As it is, the Example module serves as that, but it's definitely way more bare-bones than it should be, and some of the stuff it's lacking is downright puzzling (character inventory?). I'd say it's critical to getting...
by FinalParagon
Sun Aug 29, 2010 6:31 pm
Forum: Modules
Topic: Frameworks and Attracting New Users
Replies: 10
Views: 4423

Re: Frameworks and Attracting New Users

The issue I have isn't that this basic functionality shouldn't be available; it absolutely should, which is why I think script packages and code hooks are a wonderful idea. My issue is that putting a thematic coat of paint on this functionality doesn't seem necessary, and may in some cases actually ...
by FinalParagon
Sun Aug 29, 2010 4:46 pm
Forum: Modules
Topic: Frameworks and Attracting New Users
Replies: 10
Views: 4423

Re: Frameworks and Attracting New Users

I agree with most of this, especially the documentation and examples part. My issue, though, is with the Framework thing, mostly because I feel like the setting is by and large the easiest and most immediately gratifying part for someone with little experience to work on. For example, from an in-gam...
by FinalParagon
Sun Aug 29, 2010 4:46 am
Forum: Modules
Topic: Devving an entirely new game?
Replies: 19
Views: 8546

Re: Devving an entirely new game?

Well, first thing to keep in mind is that if you're designing your own game mechanic, there isn't going to be any one obvious, easy choice that'll make everything intuitive. No matter what route you go, there's going to be some degree of slogging through code and figuring out what's going on before ...
by FinalParagon
Wed Aug 25, 2010 6:31 pm
Forum: Modules
Topic: Talents Requiring Other Talents -NOT- Be Known?
Replies: 6
Views: 3177

Re: Talents Requiring Other Talents -NOT- Be Known?

Good call on that. Branching out of a single, fairly standard dungeon, likely a mine shaft, was something I only intended on doing after I had at least two very different classes (probably one of the Fighter classes and the aforementioned Elementalist) built up to a playable state. My general develo...
by FinalParagon
Wed Aug 25, 2010 4:32 pm
Forum: Modules
Topic: Talents Requiring Other Talents -NOT- Be Known?
Replies: 6
Views: 3177

Re: Talents Requiring Other Talents -NOT- Be Known?

Well, if this is going to exist without me hammering it out in the near future, no reason why I shouldn't just work on other parts in the mean time. Thanks! The idea for my module originally came about something like four years ago, when I wanted to make an Angband variant about as original a world ...
by FinalParagon
Wed Aug 25, 2010 6:02 am
Forum: Modules
Topic: Talents Requiring Other Talents -NOT- Be Known?
Replies: 6
Views: 3177

Talents Requiring Other Talents -NOT- Be Known?

There may be a really obvious way of doing this that I'm just full-on missing. The thing I'm currently up to in fleshing out my module is the skill tree structure for the classes. What I seem to be getting hung up on is that several of the classes have a fair number of "Mastery" abilities ...