Posts Tagged change of plans
Variable Ammotypes
Posted by Scautura in Roguelike Development on 27/07/2008
I’m currently in the process of making various ammotypes, including different damage types. Just for now, I’m only doing general purpose (normal damage) and armour piercing (treats armour as half value, does half damage after penetration)
Examples:
- Normal bullet does 16 damage to SP 8 armour — 8 damage gets through
- AP does 16 to SP8 — 12 damage gets through, does 6 damage.
- Normal bullet does 16 damage to SP16 — 0 damage
- AP does 16 to SP16 — 8 gets through, does 4 damage
So yeah, it’s worthwhile on heavy targets, but it’s just going to blow through soft armour. But that’s a decision you’ll have to make.
In this process, I’ve slightly changed how the ammo selection works — you can either specify which ammobox to “equip”, or it’ll use the first appropriate ammobox in the inventory. At the moment it can be abused — fire a single shot of one type of ammo, reload with the other type and you’ll have a full clip of that type for the cost of one round. I might implement proper clips further down the line, which will allow such stupidity as AP/Tracer/Incendiary/repeat options (really good for hitting fuel tanks on vehicles with a 3 round burst — Kaboom!)
Sticky Grenades and Inner Gardens?
Posted by Scautura in Roguelike Development on 21/07/2008
Well, they’re either sticky, or they drill through the wall somehow.
Looks like I’ve got a lot of work on my hands? I need to check for blocking in the throwing code — I know I didn’t put it in correctly — I check for blocking early in the line, but not at the point of impact. Nor do I check for blocking if the item deviates, so if you throw at a wall and it misses, it could end up behind the wall… Oops.
Currently working on getting the map to be dumped out to disk and loaded correctly at gameload. I had a test where the player became invulnerable because the references went the way of the dodo. Oops.
And another (cool) thing I saw — I currently generate a “building” around the start area which is about 40×40, then 4 more smaller (10−20)×(10−20) “buildings” (it could be a hedged garden or a walled building). This time, it generated a smaller garden in the big building. The map gen is getting there, but it’s no great shakes yet.
Sideways Tangent
Posted by Scautura in Roguelike Development on 17/06/2008
Slightly sideways here — I’ve added a buffer for messages, so I can see what’s been sent to the message list. Long term plans mean I should be able to have a couple of buffers (for debugging — I can see what monsters are thinking, items are generated, etc.) but that might be a way away.
Still haven’t managed to get the hang of map generation, hence this slide off on a tangent to do something else.



