Viral Resistance

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yufra
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Re: Viral Resistance

#31 Post by yufra »

Release v0.1.5
Download page here.
Mercurial repository

Code: Select all

hg clone https://viralresistance.googlecode.com/hg/ viralresistance  
Version Changes:
  • Major rebalancing of Actor health and damage. Zombies are quite a bit tougher now, first-aid and anti-virals are more effective.
  • Sandbox mode now starts with gun, ammo and two random medicines.
  • Modified the ending of the first quest.
  • Stamina loss only occurs the new Running talent is active.
  • Changed the color-scheme (I am red-green colorblind, so feel free to suggest different colors).
  • Doors close automatically... think swinging doors in hospitals.
  • Added particle effects to the Tackle talent and fixed some bugs with Tackle.
  • Increased the base knockback of the Kick talent (increasing the viability of the Boxer).
  • Various bug fixes, see repository history for complete list.
Comments:
The Hospital/Storyline mode is impossible to advance after the completion of the first quest, so I suggest people play the Sandbox mode for now. I would definitely appreciate suggestions after the major rebalancing of health and damage. I still need to add my version of critical damage, and hit/miss code. Talent and zombie type suggestions are also welcome... and most importantly enjoy!
Last edited by yufra on Thu Aug 19, 2010 3:18 am, edited 1 time in total.
<DarkGod> lets say it's intended

Zonk
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Re: Viral Resistance

#32 Post by Zonk »

In the description of the running talent, it should say something like " your movement speed is increased by 11%", rather than "is 11% of normal"(which makes it sound like you'd become slower)

A much more severe bug/gamestopping thing: right not it looks like you just CAN'T leave the starting area after pushing the button, because either you push it while between the two sets of doors and end up trapped, or you do it while standing on the right side - and get killed.
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Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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

Re: Viral Resistance

#33 Post by yufra »

Zonk wrote:In the description of the running talent, it should say something like " your movement speed is increased by 11%", rather than "is 11% of normal"(which makes it sound like you'd become slower)
Fixed, thanks!
A much more severe bug/gamestopping thing: right not it looks like you just CAN'T leave the starting area after pushing the button, because either you push it while between the two sets of doors and end up trapped, or you do it while standing on the right side - and get killed.
I'll edit my release post above since this is not a bug, just the end of the currently written story. I have been working on the combat balance a bit, and suggest you try out the Sandbox mode instead of the Hospital/Storyline mode for now. I am trying to move the two sides (story and gameplay) along in parallel, but it ends up being more of a leapfrog development. :D
<DarkGod> lets say it's intended

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

Re: Viral Resistance

#34 Post by yufra »

Release v0.1.6
Download page here.
Mercurial repository

Code: Select all

hg clone https://viralresistance.googlecode.com/hg/ viralresistance  
Version Changes:
  • Shoot code has changed, now higher talent increases the maximum range. Bullet projectiles can have their target coordinates changed depending on how far the player chosen target is. For example, shooting someone at point-blank will always hit, but shooting someone at your maximum range will hit somewhere within a radius of 2 of the target.
  • Bullet projectiles have a particle effect when they finish their trajectory. Should help visualize the accuracy of projectiles.
  • Headshot talent and code is in (thanks Zonk).
  • Mutations no longer heal zombies.
  • Talents split into class and generic.
  • Changed the name of Running to Sprint.
  • Added stamina cost and cooldowns for unarmed combat.
  • Zombie mutation is now hierarchical: recent -> mature -> leaper, bomber, spitter (thanks Shoob)
  • Fixed typos (thanks Zonk).
Comments:
There is nothing new in the Hospital/Storyline mode, so stick to Sandbox for now. I will probably move back to the storyline for the next release. I would appreciate any talent ideas in the broad categories of combat, medical and viral. Zonk had some ideas for the viral tree and I have a few thoughts there, but I am always looking for a great idea. :)
<DarkGod> lets say it's intended

darkgod
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Re: Viral Resistance

#35 Post by darkgod »

Soon I'll have to make the module upload on te4.org working I sense ;)
(well shani will, hehe ! :> )
[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 ;)

yufra
Perspiring Physicist
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Re: Viral Resistance

#36 Post by yufra »

Thanks DG. :)
<DarkGod> lets say it's intended

Shoob
Reaper
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Re: Viral Resistance

#37 Post by Shoob »

monsters get an extra turn when the player is in melee combat (at least, and due to energy usage), in mine I just changed a line of combat.lua (67 in yours I believe) from:

Code: Select all

self:useEnergy(game.energy_to_act)
to:

Code: Select all

if self ~= game.player then self:useEnergy(game.energy_to_act) end
Oliphant am I, and I never lie.

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

Re: Viral Resistance

#38 Post by yufra »

Fixed.
<DarkGod> lets say it's intended

edge2054
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Re: Viral Resistance

#39 Post by edge2054 »

Combat/Firearms
Kneecap - Pins or slows the target. I prefer slow because a one legged zombie crawling after someone is classic zombie horror.
Unload - Increases damage at the expense of accuracy and ammo consumption.

Utility/Medical
Addiction Tolerance - If you plan to introduce drugs they're way more fun if they're addictive ;)
Chemistry Background - Player can manufacture Weapons and drugs out of common household items. More talent points spent let the player create more potent compounds. (By the way, never mix bleach and windex ;) )

Lap
Cornac
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Joined: Sun Aug 29, 2010 1:31 am

Re: Viral Resistance

#40 Post by Lap »

There's a lot of good stuff here and it's giving me an idea. Considering that there are a lot of features that fit into any generic modern setting (like guns for example), have you considered releasing a "Modern Framework" so to speak. Might get some more people making more story driven games if they didn't have to spend so much time on the basics (which is kind of the philosophy T-Engine is built on.

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

Re: Viral Resistance

#41 Post by yufra »

Thanks Lap, the module is advancing behind the scenes but I won't be doing another announced release until the initial chapter is playable from start to finish. If you are interested with keeping up with the development feel free to keep an eye on the repository at the Google Code site and update from it.

The modern framework sounds like a good idea, and may indeed bring people that are more interested in developing the story than the code to T-Engine. Is what you had in mind something close to an RPG system, with a list of skills, classes and objects? It shouldn't be too difficult to strip out the setting-specific material as VR (or ToME for that matter) moves on. Also, if you have any suggestions for talents and objects you would like to see in-game please let me know. :)
<DarkGod> lets say it's intended

Lap
Cornac
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Re: Viral Resistance

#42 Post by Lap »

I'd like to do more than that if I can.

Firstly, I think this tileset could be of great use to you. http://dffd.wimbli.com/download.php?id= ... es_4.1.rar

It was made by an author named: Deon only yesterday and it works absolutely perfectly with your setting. I've already asked him if I can be used for any other project and he's never said no before.

Secondly, I wish I found T-Engine 4 sooner. Unfortunately, since I didn't and already started up another major Lua project I don't think I'll be able to start any major projects myself. I would really like to contribute to existing projects by coding in new content (items, monsters,levels, talents, etc.) I have about ten years modding experience and a few in Lua. I'd also really like to work with a more modern or futuristic setting so if you want any help I'd be glad to.

darkgod
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Re: Viral Resistance

#43 Post by darkgod »

I'm sure yufra would like help :)

This tileset looks quite neat indeed.

Whats your big lua project ?

As for contributing, well if you want there are probably some side quests that can be made :) But it seems your interest in more in the engine itself and it's uses, so you could maybe help in documentations and examples
[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 ;)

Lap
Cornac
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Re: Viral Resistance

#44 Post by Lap »

I've been working on a Freespace style multiplayer space shooter for a while, but I put that on hold since testers were hard to come by. Now I'm spending most of my time on my main project, which is a 4X game. I'd help with documentation and examples if I was well versed in T-Engine. I know lua, but it is going to take a long time for me to be able to feel fluent in T-Engine functions. Using just the LuaDoc documentation is going to mean a bit of trial and error and a lot of back and forth between files.

Really, I just want T-Engine to succeed so I'll try to pitch in on people's projects if I can. However, I might be being put into another project lead position if no one at b12 takes my spot. Looks like we might have a few more T-Engine converts if this gets rolling. http://www.bay12forums.com/smf/index.php?topic=64931.0

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

Re: Viral Resistance

#45 Post by yufra »

darkgod wrote:I'm sure yufra would like help :)
Help is definitely welcome, be it ideas/suggestions or actual code patches implementing the new content! For example, one of the game components that hasn't been fleshed out in VR and that may have some cross-over to your suggested Crime-based RL is the concept of drugs. The kind I had in mind were not street drugs but ones that have a medical use, although they are potentially addictive and not completely beneficial. The one that I have already added in-game is adrenaline, which gives the player a boost of speed but that drains stamina while in use. A possibility for new content could be a "No-Doze" type of medication that increases stamina but can form an addiction which would result in (health loss, stamina loss, what do you think?) if you go without it for X turns. Do you want to take a crack at coding that up?

Alternatively a big need I have right now is help is the level design of the military hospital since there are still quite a few pieces of solid walls in my levels that should be filled in with... well I do not know quite what. :)

Thanks for the tileset link. Do you have a link to a forum/email of the author so that I can inquire about the license the content is released under?
<DarkGod> lets say it's intended

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