But isn't that feeling of being a great explorer of unknown code great ?
As for a list of monsters, the engine maintains for each actors (player included) a list of all actors in LOS with the distance to them in sorted order. Ain't that need ?
for i, actor in ipairs(source_actor.fov.actors_dist) do
print(actor.name, source_actor.fov.actors[actor].sqdist)
end
"sqdist" is the square value of the distance, to get the real one you do math.sqrt(sqdist)
[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
ok, I had to change that up (changed print to self.surface:drawstring, and source_actor to game.player) and now I have it working (rudimentary, but still works)
a couple more changes planned:
a) combine like monsters (like in t2) and put quantity in
b) change the color of the text based on the monsters color. (DONE)
I started working on a map for my game, though implementing the world is still a ways away. I'll probably keep the random generic dungeon the starting place, but perhaps have it take you outside instead of being an endless tower.
I also got 1 activated discipline to work (more or less), a summon ability that calls up a wolf (for now). It appears, but the AI routine didn't like it, and it just sat there and made every move take 2 or 3 seconds while the game threw LUA errors into stdout.txt. I also realized (today) that there's a separate file in ToME that sets up most of the actual effects of talents, and that a lot of talents just activate that by setting a duration and effect-level. I'll have to take a closer look at that and see if it could work for most of the vampire talents.
After a couple days of mostly doing nothing, I got back to something resembling progress with talents. You can now use Blood Healing to restore 2 life points for the cost of 1 blood. I thus learned that I need to figure out how to set up talents to define the max_blood value, since right now you get 100 points when you should get 10. Then again, I don't currently have a way to restore blood, so that might wait a bit.
Ok, finally looking at this, I think I definitely found at least one thing where you put your priorities wrong. Personally, I wouldn't have bothered with creating any factions yet at all, having a "player" and an "enemy" faction would have been more than enough for testing. This kind of stuff should come later. Right now, I think you should focus on making the basic engine work. You know, the whole framework of having a number of dice to throw, the difficulty of the throw, as well as the concept of having opposed throws as well as throws boosted by spending blood/quintessence/rage/whatever as well as the automatic successes offered by spending certain other resources and willpower. How are you going to deal with fractions of points? Like a vampire sucking a rat, maybe, which is worth only a quarter of a point. Technically these can't be used for anything, but having a player be stuck with 0.12351 points he can never use due to enemies giving unusual amounts would be annoying.
Other than that, everything seems to work pretty well already. The talent screen seems to be the way it should, and so are stats (although the limit seems to be 9 instead of the 10 it ought to be). Good work so far, keep it going. If you need anything tested in particular or help with fixing code, just give me a ring.
Work has been rough lately, so I haven't had as much time/desire to work on this as I'd have liked. I fixed the summon AI issue I mentioned before. I started looking at FOV code, since there are several abilities that will need to alter that. I spent some time digging through ToME to try and find how resource pool maximums are altered, but I couldn't find it. Vampires should also no longer regenerate health on their own.
Baker, yeah, I'm not using any of my factions right now for anything. I was just trying to see how that system would work. I'm bouncing around a lot of things to see what will drop in, what needs altered, and what needs to be done from scratch. Mostly trying to see how each system works a little bit before building up anything major. I have the basic framework in place for the Storyteller system's rolls, though right now I don't have any systems in place that would use it besides melee combat. My main problem might be that this is a highly ambitious project with a wide focus.
T4 was 5 levels of amon sull at first, with just 3 spells and one class
[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
I haven't gotten much done on this lately. I did get it running in beta5 without an issue, and added... something I can't remember now, but it was trivial.
There are probably several factors going into why I haven't done much on this the last week or so. Reason #1 may be that it looks like a pretty daunting task to do anything right now, so I may just take today to actually plan out an order to accomplish tasks in. Conveniently enough, World of Warcraft is pretty much down for maintenance all day, so I won't have reason #2 to not work on this distracting me.
My best advise: take it small bits by small bits, make a first zone fully playable with like only one race and then go on. It is very much satisfying to be able to play your own game
[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
I wrote up my task list for this module and posted it in my first post, along with states of some of them. It suffers a bit on the tasks that are farther down the road, but I also expect most of the little issues towards the top to be resolved in earlier development.
I started to work on a new dungeon and the world map. I didn't immediately catch how to change zones, but it looks like it's tied to grids with the change_zone property, and that zones must be a folder containing most of the data EXCEPT the static maps. Both paths look to be hardcoded to /data/maps/zones and /data/zones with the stock engine classes.
change_level and change_zone properties are handled by the Game:changeLevel() method in your own Game.lua file, so you could change how it works if you wish
[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