Our community module

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edge2054
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Re: Our community module

#151 Post by edge2054 »

yufra asked me to read bricks post and I concur with the above. It sounds really cool :)

bricks
Sher'Tul
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Joined: Mon Jun 13, 2011 4:10 pm

Re: Our community module

#152 Post by bricks »

If edge likes it, it's good enough for me. :) It's really not that incredible an idea, just something I'd been thinking about while trying to design ToME talents. One issue I have with ToME's talent system is how cooldown-dependent it is for balance, and since even some of the most passive/sustain-heavy classes have 25+ active skills to choose from, the cooldowns have to be loooong. Look at wyrmic's breath attacks for an idea of the talents that really irked me. It also messes with early game; classes that don't use bump/shoot attacks for damage play oddly when they have to spend so many turns waiting for the cooldowns on their small skill sets. That is what I tried to avoid with the Sync/Fidelity idea I proposed before, but it really fell apart. It forced me to consider what cooldowns are actually supposed to represent in a game world.

One talent option I would look at adding would be a two-keypress talent use system. You could either directly bind talents or a reference to a part to a hotkey. Hitting the hotkey for the part would bring up a secondary menu listing the talents, which would then be activated by another keypress. 1 -> 2 == Right arm -> Launch Grenade, for example. Not too important right now, but it's another way to emphasize and support the part-centric gameplay.

If anyone is really into the sci-fi setting, try out the roguelike Caves of Qud. I can't believe it doesn't have more of a following, it's really ambitious and unique.
Sorry about all the parentheses (sometimes I like to clarify things).

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Our community module

#153 Post by edge2054 »

Following your previous example and assuming a cap of three talents per slot would work you could do something like this.

Arm

1 - Shoot
Shift + 1 - Grenade
Control + 1 - Shield

And you could do this all on one bar slot. The bar could be 12 hotkeys long.

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Our community module

#154 Post by yufra »

Alright, I have a working version of recursive ActorInventory which means that now the HAND bone really is connected to the ARM bone. :D I put this in a separate GitHub branch so I can continue to tweak and test it a bit.

Lets have an updated todo list for a playable module, albeit small and very likely to be changed. It is too late for me to think straight to do this myself, though... and done. :)
<DarkGod> lets say it's intended

bricks
Sher'Tul
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Re: Our community module

#155 Post by bricks »

I'm excited to try it out, Yufra. Are there any atomic effects you can think of that should be implemented? I've got working teleportation and entity-creating atomic effects (the latter is not feature-complete, it's still lacking a lot of what ToME can do). I'm looking at developing shields and other on-take-hit effects; I'm trying to decide the best way to implement these. I was thinking about writing a general "on-take-hit" atomic effect that would effectually hook into the actor's function.
Sorry about all the parentheses (sometimes I like to clarify things).

darkgod
Master of Eyal
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Re: Our community module

#156 Post by darkgod »

Groovy :)

But I urge you people to start doing the first levels of the game, get a playable game, ASAP :)
[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 ;)

Canderel
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Location: South Africa

Re: Our community module

#157 Post by Canderel »

It is playable... or testable at least.

yufra
Perspiring Physicist
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Joined: Tue Jul 13, 2010 2:53 pm

Re: Our community module

#158 Post by yufra »

My holidays unfortunately turned into me desperately trying to finalize some old work that I forgot a deadline for, so time will be a bit limited.

I looked at the "High Priority To Do" on the Github wiki and it looks like Reenen is busy working on the story-side of things. Then there are the talents/parts/object/NPCs to design and I guess that is where bricks and I should be focusing our energies.. Currently the code supports talents on parts, but there is still no way for genes/component to be applied to existing parts. The easiest method would be to have parts have a GENE or COMPONENT inventory that you put various gene/component objects in to. Is this what is slowing us down, though? Bricks, if you want to code some weapons just go for it, and instead of having a T_ATTACK talent that checks for what weapons are wielded just go ahead and put a T_MELEE_ATTACK on the weapon itself.
<DarkGod> lets say it's intended

bricks
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Re: Our community module

#159 Post by bricks »

Thanks Yufra, I've been pretty busy this past week but I'm looking forward to getting back into it. First step will be figuring out how to pull in commits from other repos; shouldn't be too bad.
Sorry about all the parentheses (sometimes I like to clarify things).

lukep
Sher'Tul Godslayer
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Location: Canada

Re: Our community module

#160 Post by lukep »

First NPC?

Code: Select all

NAME = "Town Guard"
BASE_HP = 100
ALIGNMENT = 0
TYPE = "Humanoid"
SUBTYPE = "Human"
BASE = "organic-humanoid"
CHANGES = {
	TORSO_COVER: Kevlar
	HEAD_MODIFICATION = Quickthought gene
	HAND_GRIP = Rifle
	LEGS_MODIFICATION = leaping gene
	EYES_MODIFICATION = Polarization module
}
New modifications/parts required for this NPC (note: not even close to coded):

Code: Select all

	TORSO_COVER: Kevlar
		+30 resist physical
		+10 resist energy

	HEAD_MODIFICATION = Quickthought gene
		Talent: Multitasking
			Perform up to 2 actions from different parts in one turn.

	HAND_GRIP = Rifle
		(as in previous posts)

	LEGS_MODIFICATION = leaping gene
		Talent: Long Jump
			Leap up to 3 tiles away.

	EYES_MODIFICATION = Polarization module
		+30 blindness resistance
And a monster:

Code: Select all

NAME = "Acidic Amoeboid"
BASE_HP = 40
ALIGNMENT = -1
TYPE = "Mutant"
SUBTYPE = "Blob"
BASE = "blob-organicpart"
CHANGES = {
	ARM_MODIFICATION = hydrochloric gene,
	TORSO_COVER = pliable membrane,
	ARM_COVER = porous membrane,
}, 

ARM_MODIFICATION = hydrochloric gene
	bonus: +2 chemical damage on melee hit
	talent = acid spray
		range 2, hits for 5 chemical damage

TORSO_COVER = pliable membrane
	bonus: +50 resist physical
	bonus: -25 resist chemical

ARM_COVER = porous membrane
	bonus: +20 resist physical
	bonus: -50 resist chemical
	base_attack = {melee = (chemical, 10)}

	


local Talents = require "mod.class.interface.PartTalents"

newEntity{base = "BASE_ORGANICPART",
	define_as = "BLOB_ORGANICPART",
	subtype = "blob",
}

newEntity{base = "BLOB_ORGANICPART",
	name = "Cytoplasm",
	slot = "TORSO",
	size = 10,
	body = { COVER = 1, HEAD = 1 ARM = 1},
	level_range = {1, 10},
	rarity = 1,
	desc = [[The core part of a blob.]],
}

newEntity{base = "BLOB_ORGANICPART",
	name = "Pseudopodia",
	slot = "ARM",
	size = 5,
	body = { COVER = 1 },
	level_range = {1, 10},
	rarity = 1,
	desc = [[The extending part of a blob.]],
}

newEntity{base = "BLOB_ORGANICPART",
	name = "Nucleus",
	slot = "HEAD",
	size = 0,
	body = {},
	level_range = {1, 10},
	rarity = 1,
	desc = [[The thinking part of a blob.]],
}
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Our community module

#161 Post by Canderel »

luke do you have a fork? that looks like great work. and will really force us to.start implementing the 'right kind of stuff'. :)

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Our community module

#162 Post by yufra »

lukep was on IRC last night and I asked for a few NPCs to whip together. I already have the Amoeba in my personal github branch and am working on getting the NPC AI working now. And in the my imitation of DG: "moar!"
<DarkGod> lets say it's intended

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Our community module

#163 Post by Canderel »

I guess for the "start" we'll need: (though the start is just my current vision, where we start in the ship as the evacuation is called)

Captain (Name?)
1st Officer
Lieutenant
Ensigns
Crewman

Grey
Loremaster
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Location: London, England
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Re: Our community module

#164 Post by Grey »

Your first attitude on implementing an NPC should not be "put in more NPCs". It should be "put in basic combat and get a real game working". Over a month with a whole bunch of people on it and you have no game yet? Shocking! As soon as you get a real release out you'll find contributions coming in a lot faster.
http://www.gamesofgrey.com - My own T-Engine games!
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Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Our community module

#165 Post by Canderel »

Grey, if you're not involved, you shouldn't troll.

We have all our reasons for not a full fledged game running, and there are frequent enough commits happening.

It *is* playable. And this module will get released.

There are several different approaches to getting things done, and even DG didn't release Beta 1 of tome when the progress was as far as our was. If we get to the point where he was, we'll release, and get into the release often cycle.

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