
Our community module
Moderator: Moderator
Re: Our community module
yufra asked me to read bricks post and I concur with the above. It sounds really cool 

Re: Our community module
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.

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).
Re: Our community module
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.
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.
Re: Our community module
Alright, I have a working version of recursive ActorInventory which means that now the HAND bone really is connected to the ARM bone.
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.

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
Re: Our community module
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).
Re: Our community module
Groovy 
But I urge you people to start doing the first levels of the game, get a playable game, ASAP

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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Our community module
It is playable... or testable at least.
Re: Our community module
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.
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
Re: Our community module
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).
Re: Our community module
First NPC?
New modifications/parts required for this NPC (note: not even close to coded):
And a monster:
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
}
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
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.]],
}
Re: Our community module
luke do you have a fork? that looks like great work. and will really force us to.start implementing the 'right kind of stuff'. 

Re: Our community module
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
Re: Our community module
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
Captain (Name?)
1st Officer
Lieutenant
Ensigns
Crewman
Re: Our community module
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.
Re: Our community module
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.
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.