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| Views: 692,163 | 06-28-21, 12:56 am | ||
| Kawa |
Posted on 12-06-12, 07:39 pm in Looking to join the project
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 115/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Please, go ahead. There's this document by Bodshivita, but that's mostly history. So please, take a shot. I'd rather you didn't repeat Bodhi's mistake and spend all that time on background info, though, instead of scenes. Especially after a first impression like that. I don't just program Noxico... |
| Kawa |
Posted on 12-06-12, 08:15 pm in Looking to join the project
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 116/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Okay, those are good questions. Let's see... • Mostly the history of the world part, considering that's based on a rough outline I came up with. • Not at all serious, but not Monty Python level either. There's a very telling phrase from the Monkey Island games that keeps coming back when I think about what kind of world this should be: "shoddy 17th century electrical wiring." • The humans are native, the demons came from the portal, and the beastfolk came from another island, uplifted by the demons. • For humans, late medieval-like. Mind the wiring. Felines are basically desert traders, and vulpines are vaguely Asian-ish. I don't just program Noxico... |
| Kawa |
Posted on 12-06-12, 08:53 pm in Looking to join the project
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 117/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Nagas, I'd place in the desert, next to the felines. Cubi are demonic, so that's that, and the little ponies are indeed from actual Equestria. Portal research gone wrong. They adapted nicely, though. For certain definitions of "nicely".
I don't just program Noxico... |
| Kawa |
Posted on 12-07-12, 01:36 pm in Looking to join the project
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 118/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Conceptually, I'd go with vaguely Russian. They're also the hardest to turn on.
I don't just program Noxico... |
| Kawa |
Posted on 12-07-12, 05:59 pm in A couple of text bugs (revision 1)
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 119/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
That thing with the replacement tokens is not the intended behavior, and I'm gonna look at it right now. Edit: //message = message.Replace(replace, with);
var left = message.Substring(0, match.Groups[0].Index); var right = message.Substring(match.Groups[0].Index + match.Groups[0].Length); message = left + with + right; I don't just program Noxico... |
| Kawa |
Posted on 12-09-12, 07:08 pm in Worldgen time and optimizations of more than one kind
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 120/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Right now, the entire Nox overworld is generated while you create your character. Takes a good while. The entire world is done at once because mission.js requires potential access to any board in the world. But what if, instead of taking so much time generating essentially empty boards, we only generate the towns? A given board on the overworld would no longer have an ID #, name, and coordinate ("#69 - Faircastle at 10x6") but only a name and ID #. To go from town to town, or to a dungeon, you'd open a travel menu which lists all the known locations ("Faircastle, "Lower Crystaldeep", ...), placing you on that board, instead of blindly wandering the overworld and completely passing your target. Interaction can reveal more (existing) locations, adding them to the list, and if it's a dungeon it'll be generated on first visit (as before). Mission.js can then just pick a random place from the full list, and add more, such as "Chelsie's lair", which would then be unlocked (added to the travel list) by someone's mention. In a town, you can open the travel list at any time. In a dungeon, this is done when using the exit you came in from. TL;DR: world generation could be done in almost no time at all. This also allows the game to get closer to the Berlin Interpretation, which states that a roguelike's game world should die with the player, like Hardcore Mode in Minecraft. Right now, worldgen takes too long to make this anything but annoying. Also, instead of having the ability to cross board edges limited to "overworld mode", any board could have a set of properties linking it to another board (or none) in a given direction, allowing town boards to have surrounding stretches of wilderness or something, and potentially dungeons to stretch into multiple screens. I don't just program Noxico... |
| Kawa |
Posted on 12-10-12, 08:36 am in Worldgen time and optimizations of more than one kind
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 121/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
No, it can't. 1) I have bits of info on how Minecraft does it, where "it" is "create new chunks that usually fit against existing stuff", but nothing I can use. 2) Mission.js requires potential access to all boards. I don't just program Noxico... |
| Kawa |
Posted on 12-11-12, 04:12 pm in Worldgen time and optimizations of more than one kind
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 122/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
If I give each board the ability to connect in up to four directions, a given town can have at least eight surrounding boards, and it doesn't need to be square either. A graphical traveling screen could be possible, I guess... place markers for all known locations at a random-ish location for starters... Anyway, I copied the source and started work. For now, there's eight town boards, no surroundings, and a T for Travel key. I haven't tried not adding all eight boards to the KnownTargets list, and you always appear in the same screen coordinate as you left. The only real limitation for now is that you can only press T on a Town-type board. I don't just program Noxico... |
| Kawa |
Posted on 12-14-12, 04:08 pm in Descriptive token types for clothing
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 123/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
The cool thing about tokens is that they're arbitrary. It's giving them in-game meaning that's the trick. Fastening methods could possible be given meaning without involving code, as could hardness. The charisma malus on soiled items might require code, and edibility, again, could be in script alone again. But that's just my initial appraisal.
I don't just program Noxico... |
| Kawa |
Posted on 12-14-12, 05:43 pm in PillowShout's Prose and Code Depositorium
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 124/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
* Kawa gazes upon the third Code.txt file Motherfuck you're going far with these. :O I don't just program Noxico... |
| Kawa |
Posted on 12-14-12, 07:07 pm in PillowShout's Prose and Code Depositorium
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 125/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Nah, you're welcome to keep doing this. I've got plenty things that aren't scene related to do :)
I don't just program Noxico... |
| Kawa |
Posted on 12-15-12, 02:39 pm in Worldgen time and optimizations of more than one kind
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 126/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
The last two parts to implement in this project are script commands to handle expectations, and making the travel menu look nice. The rest is just http://youtu.be/zwbSKD4af5U I don't just program Noxico... |
| Kawa |
Posted on 12-18-12, 05:09 pm in Filter error in slime scenes
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 127/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
It is. Let me just stick my arm in there and see if I can...
I don't just program Noxico... |
| Kawa |
Posted on 12-18-12, 05:21 pm in PillowShout's Prose and Code Depositorium
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 128/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Epic as usual.
I don't just program Noxico... |
| Kawa |
Posted on 12-20-12, 04:07 pm in Making towns feel more alive
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 129/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Well, I was already planning to have schedules for NPCs, with tokens and maybe scripts to determine how they spend the day. It's complicated enough to be dummied out until I can figure it out. You can't miss it if you look at the code. Trading is also a thing that is planned, though I'm not sure in what way exactly. I don't just program Noxico... |
| Kawa |
Posted on 12-22-12, 09:00 am in PillowShout's Prose and Code Depositorium (revision 1)
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 130/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Very well. A pregnancy is triggered in scenes by calling a script function I haven't written or named yet. That function would use fertility and such stats to determine chances. If it clicks, the mother gets a pregnancy token... you know what, I'll pastebin my design doc on this topic. And now, to download your work. Edit: as for recognizing the carrier of their child, having that function store the father's ID in the pregnancy token could work. I don't just program Noxico... |
| Kawa |
Posted on 12-22-12, 09:26 pm in PillowShout's Prose and Code Depositorium (revision 1)
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 131/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
"The necessary change" can be just a placeholder as far as I'm concerned. Pregnancies could take a while to implement, especially cos I'm home for Christmas and New Years and unlikely to get anything done. Edit: on second thought, I did some groundwork to allow you to continue anyway. <pre>Character +- pregnancy token | +- child | | '- [child bodyplan to copy] | +- father text = father's character ID | '- gestation timing info | '- max +- childlocation makes child not abstract | +- boardnum | +- x | '- y +- egglayer '- vagina 1. If no vagina, none of the below. 2. If egglayer, an egg is poot forth every 500 ticks if not pregnant. 3. If pregnant with child and childlocation, child is concrete. 4. If only pregnant, child is abstract, used for NPCs. 5. When gestation >= gestation/max, and concrete child, create at childlocation and spawn Midwife Daemon. 6. To check if scene participant is the father of the other person's child, use the "isfather" filter. No parameters. 7. To maybe cause pregnancy, use bool Character.Fertilize(Character father) method. Return value states if it "took".</pre> I don't just program Noxico... |
| Kawa |
Posted on 01-04-13, 05:28 pm in New introduction system
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 124/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
You're right. The player does need something to set them on their way. The simplest would be a blurb, perhaps tailored to their culture, but the more immersive option would be to have them find out what's up in the starting town. Perhaps with a history book in the starting building and an NPC blocking the way out. I'm thinking said starting town would be their hometown, which would incidentally require said NPC to appear in whichever town that may be once culture-specific starting towns are a thing. The player, incidentally, has no age because noone has, but can be considered a young adult for all intents and purpose. I don't just program Noxico... |
| Kawa |
Posted on 01-04-13, 05:29 pm in PillowShout's Prose and Code Depositorium
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 125/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
Felinoids or little ponies please :D
I don't just program Noxico... |
| Kawa |
Posted on 01-04-13, 08:05 pm in New introduction system
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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
Posts: 126/344 Since: 06-08-12 Last post: 665 days Last view: 205 days |
If it were up to me <!-- and it is --> I would take the dream aspect and drop the rest. The dream, including the ability to know about timed hits, would make a good introduction. Given a prefab map (mission.js style), it could even resemble the dreamscape seen when you actually dream in-game. I don't just program Noxico... |