In The Shadows

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HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: In The Shadows

#16 Post by HousePet »

As in you activate Stealth and everyone within 100 tiles is afflicted with confusion over how it actually works?
My feedback meter decays into coding. Give me feedback and I make mods.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: In The Shadows

#17 Post by Crim, The Red Thunder »

HousePet wrote:As in you activate Stealth and everyone within 100 tiles is afflicted with confusion over how it actually works?
While stealth isn't that bad, if it's confusing the solution is easy. Recode the entire stealth system, and rebalance it to be multiple-difficulty viable, and easily understandable. Ready.... 3, 2, 1, Not it!
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: In The Shadows

#18 Post by grayswandir »

Well, maybe we'll get a nice stealth model out of this one?

(Instead of my horrible attempts, at least. :roll: )
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: In The Shadows

#19 Post by Zireael »

Great to see this being restarted, I liked a lot of the ideas presented in the first drafts.

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: In The Shadows

#20 Post by Nagyhal »

I'll second all of that.

What I did play of urmane's module - there wasn't much in the way of content, but I'm talking the mechanics and the feel of it all - was bloody beautiful.

This needs to get back on track and become a leading T-Engine module! Good luck! :mrgreen:

urmane
Cornac
Posts: 40
Joined: Sun Jan 01, 2012 5:57 pm

Re: In The Shadows

#21 Post by urmane »

Restarting this. Again :-)

Light, ambient light, and senses redone. Plenty of ideas gathered since last time. Graphics still suck ;-)

BDota
Higher
Posts: 62
Joined: Fri Oct 01, 2010 11:15 pm

Re: In The Shadows

#22 Post by BDota »

Do you have a new repository? As far as I can tell the link in the first post is empty.

urmane
Cornac
Posts: 40
Joined: Sun Jan 01, 2012 5:57 pm

Re: In The Shadows

#23 Post by urmane »


urmane
Cornac
Posts: 40
Joined: Sun Jan 01, 2012 5:57 pm

Re: In The Shadows

#24 Post by urmane »

I've started up again.

It took me a long time to understand what is being done with canSee() (and I still don't think I've got all of it). This was a huge mental roadblock for me, as actors seemed to just randomly not display, and I thought it was my code logic.

Turns out I misunderstood how canSee() was being used, so I've pulled bunch of stuff out and will rework it. Actors now appear correctly, and I'm back to a working proof-of-concept level.

BDota
Higher
Posts: 62
Joined: Fri Oct 01, 2010 11:15 pm

Re: In The Shadows

#25 Post by BDota »

Great to hear it, I'm looking forward to seeing how this goes.

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