Our community module

If you have a module that you'd like comments on or would like to know how to create your very own module, post here

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

Re: Our community module

#181 Post by yufra »

Reenen reminded me that there are still open issues on the GitHub interface. I'll tackle those and then implement lukep's drone. I am not sure how the drone should react to the player or amoebas, though. Maybe this is a malfunctioning drone that is bothering the wildlife (amoebas for now) into aggression? If so we could use it as our first boss.
<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

#182 Post by Canderel »

hi we are actually close to a playable module.

We should meet to tie the loose ends together.

Or i can just ask for help here. :)

we need:
* have talent damage scale with a stat we can microlevel
* need inventory items for all equipable slots and ways to find them in game and equip them
* create bosses (a way to randomly generate them)
* do not generate stairs, only generate bosses, who when dead generate stairs

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

Re: Our community module

#183 Post by yufra »

Sorry I keep missing you on IRC. I am planning on participating in the 7DRL challenge this upcoming week, but if you catch me before Saturday I can help out. Cheers!
<DarkGod> lets say it's intended

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

Re: Our community module

#184 Post by yufra »

Alright, I am recovering from the 7DRL and should be able to help again. I learned a few things during 7DRL that I hope to bring back to the tactical AI I envision in GR, so that is definitely a positive. Is there a specific time that we should meet up to discuss how to proceed? I know there was some confusion about how to write talents/equipment using AtomicEffects, so I should spend some time describing the system and showing how to use it so that you guys can start working on content. Does that sound good?
<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

#185 Post by Canderel »

yeah, i'm pretty swamped at the moment, but... transparent as possible.ways to do damage via talents.

i also struggled to get (in fact.i didn't try) to get my grenades to be list after use.

perhaps a couple more talents via parts, items and genes.

obviously a boss or two with better ai, talents and items can make the.game much more accessible as.a.game.

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

Re: Our community module

#186 Post by yufra »

I need to catch up with you on IRC. I have been playing some video games recently, but am getting the coding itch again. Cheers!
<DarkGod> lets say it's intended

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: Our community module

#187 Post by marvalis »

So, how is the community module going ;P.

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