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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Adding a map to use as a travel screen would work if the overworld was still fully connected. It was made disjoint in the first place to make world generation so much faster, which in turn makes permadeath cheaper, which in turn makes it more rogue-like.

Really, parts of your post can be used, such as the "razed towns" bit, but simply nothing that requires distance and/or direction. One possibility where the concept of direction could safely be used is if you were to, say, find a lone survivor who says the invaders came "from [location name], over in that direction". And then the survivor dies or something, I dunno, just an example.


I don't just program Noxico...
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Generating 2000 tiles is nothing, considering the new worldgen can poot forth 18000 of them, then overwrite a good part of them with structures, and populate them.

It's more like, where would you put a given location, and what do you do when you run out of room?

I don't just program Noxico...
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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We're going off-topic again. Noxico does not have a concrete map. It had one before, it's not likely to get one back, and the problem was guiding the player towards the portal through a method that does not require what the game does not have, not how to implement a concrete map.

This is what we have, this is what was suggested. Sorry if I seem angry, trust me I'm not.

I don't just program Noxico...
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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It can't have a world map because placement of towns and other locations on the map. Doesn't matter if it's presented as a board, doesn't matter how big the map is.

Here's one more argument regarding map placement. Though towns are pretty much always 3x3 rectangles, with generation starting in the middle, mission.js can produce locations of arbitrary size and shape. That includes taking 3x3 towns and bolting more bits onto them. Now, imagine trying to solve that jigsaw.



So, to recap for the topic's sake.

The player starts out in a specific town, and either there or in one of the first other towns is a cartographer. The player already knows of the portal's existence from Eutanr, just not where it is. The player then collects clues, and either brings them to the cartographer, who then adds the portal to their travel list, or pursues some other path, such as tracking down a small force of demons that's been razing towns.

Thoughts on that?

I don't just program Noxico...
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Hence the "or pursues some other path" bit. "Cartographer + hints = location" is just one, "razed town(s) + track down demon group = location" is another... and tell me, how many ways are there in Nethack to find the Amulet of Yendor and beat the game with it?

That's right. One. It's in Moloch's Sanctum, the lowest level of Gehennom, reached by using the same three items that are in every run, and the only variable in the Sanctum is the precise location of the secret door to the temple -- the rest of the map is completely predefined. You will always find the High Priest of Moloch there in the temple, sometimes Priestess, who carries the amulet. When you have it, the rest of the game is also always the same: you go all the way back up, through the same levels you've already seen before, chased by Rodney the Wizard of Yendor, monsters are always leveled to the highest you've reached before you got the amulet, and the upstairs on Level 1 instead brings you to the endgame level.

Compared to that, we already have two different routes to merely finding the demon portal, and behind that is a completely different world.

I don't just program Noxico...
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Really, anything works as long as it's not a distance metric.

I mean, when you think about it, the original plan back with the connected overworld was to have the player wander around and find the portal by watching the ratio of demons to regular creatures, and the backing track in the BGM. That's just one single way of finding it, based on distance.

In Nethack, the Amulet is at the bottom of the dungeon, at level 45 to 53, depending on how big the other parts of the dungeon are. That's, in a pretty obvious way, also distance. Not too different, and in a way even worse maybe since the above is X/Y and this is only Z.

Also, you keep using the words "method", "quest" and "mechanic", which looks to me as if you think all I want is one specific kind of non-distance-based solution. I never said that. It just so happens that the cartographer and razed town solutions can both be called quests, or methods, and that they can maybe be implemented without changing the code, which I most certainly prefer. But I never said it. All I said was "solutions".

In fact, we could go into an argument about the definition of "method" vs "mechanic". Let's not do that.

Ways to find the demon portal<ol><li>Collect clues, have an NPC triangulate the location.</li><li>Find razed towns, track down roving horde, get the location from their leader.</li><li>???</li></ol>

I don't just program Noxico...
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Now we're talking. And yes, that is surprisingly obvious.

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<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Regardless of discovery methods, the portal itself now exists.



I implemented it as a Unique Character just so I could use scripts. It's marked as Beast so the only available verb is Look.

I don't just program Noxico...
Posted on 03-06-13, 10:26 pm in Misc. bugs [resolved]
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Thank you. I'll work on these things tomorrow.

I don't just program Noxico...
Posted on 03-07-13, 06:18 pm in Loot Tables
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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This is now a thing.

Calling WorldGen.GetLoot(string target, string type) returns a list of tokens that can be directly added to a container or a character's inventory, like the now obsoleted InventoryItem.RollContainer(Character owner, string type) does, using the following data:
<pre>
<?xml version="1.0" encoding="utf-8" ?>
<!DOCTYPE loot [
<!ELEMENT loot (lootset+)>
<!ELEMENT lootset (filter|oneof|someof)+>
<!ELEMENT filter EMPTY>
<!ELEMENT oneof (#PCDATA)>
<!ELEMENT someof (#PCDATA)>
<!ATTLIST lootset
target CDATA #REQUIRED
type CDATA #REQUIRED
>
<!ATTLIST filter
key CDATA #REQUIRED
value CDATA #REQUIRED
>
<!ATTLIST someof
min CDATA #REQUIRED
max CDATA #REQUIRED
>
]>
<!--
for sets:
* "directitem" -> item with that ID
* "@token" -> any random item with that token
* "@tokenA+tokenB" -> any random item with those tokens
* "@tokenA-tokenB" -> any random item with tokenA but NOT tokenB
* "@tokenA+tokenB-tokenC" -> any random item with tokenA and B but not C
* "@-token" -> any random item AT ALL that does not have that token
separate with "," result is trimmed.
-->
<loot>
<lootset target="container" type="dungeon_chest">
<!-- Contains: ONE small weapon, large weapon, or rare weapon, TWO to FIVE food items, and ONE to THREE potions, all random. -->
<oneof>@smallweapon, @largeweapon, @rareweapon</oneof>
<someof min="2" max="5">@food</someof>
<someof min="1" max="3">@potion</someof>
</lootset>
<lootset target="vendor" type="baker">
<someof min="10" max="10">@baked</someof>
</lootset>
<lootset target="vendor" type="greengrocer">
<someof min="10" max="10">@fruit</someof>
</lootset>
<lootset target="npc" type="arms">
<filter key="board" value="wild" />
<filter key="culture" value="seradevar" />
<!-- either a small or large blade. -->
<oneof>@smallweapon+blade, @largeweapon+blade</oneof>
</lootset>
</loot>
</pre>
Many but not all items have been marked to allow this.

I don't just program Noxico...
Posted on 03-08-13, 09:43 am in UIList Issue not quite resolved [it totes is]
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Well, fuck. Implemented. Will push when the next work on lootsets is done.

I don't just program Noxico...
Posted on 03-08-13, 07:03 pm in Loot Tables
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Considering the following: split up GetLoot into GetRandomLoot and GetLoots. One returns all lootsets that match the type, target, and filters, and the other picks one at random.

Then, to create a villager and their personal containers, call GetLoots. Pick one out from the results and give that to the NPC, then put some of the rest in their wardrobe and such.

Also, keep separate lootsets for clothing, tools, and weapons. If a villager has a wardrobe, get multiple clothing sets as above. If not, get only one. Same deal with chests and weapon racks or whatnot. That way, for a house with two inhabitants, two beds, two wardrobes, and one chest, there'd be two clothing lootsets worn, N clothing sets stored in their respective wardrobes, two tool sets carried, and N tool and other item sets in the chest.

Sound good?

I don't just program Noxico...
Posted on 03-08-13, 08:10 pm in Loot Tables
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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I was thinking of taking the <code>type="baker"</code> part and replacing that with a <code><filter></code> element. That way, we can query for all <i>NPC Clothing</i> -- GetLoots'll then return a baker's costume <i>and</i> any other clothing sets, which can then be distributed.

If we sort the more specific stuff such as a baker's costume at the top of the file and the less specific stuff such as typical mens clothing further down, like with the scene data, GetLoot's returned list will have the costume as [0], for trivial distribution.

I don't just program Noxico...
Posted on 03-10-13, 04:48 pm in Feed me, Seymour!
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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<Pupnik-> Kawa_, is there a food clock in noxico?


Not now there isn't. But to be honest we have all the parts we need to add it. We have a day and night cycle that could be used to... suggest having breakfast for maybe a bonus, there's physical stats that can change (basically, eat too much and your waist stat increases or something, and if you starve yourself it lowers?), there's slowdown and immobilization... and there's the food items themselves.

What more could you need?

I don't just program Noxico...
Posted on 03-11-13, 01:36 pm in Loot Tables
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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GetLoot split up, Character.ApplyCostume redone to use the results. Much shorter now. Short is good.

I don't just program Noxico...
Posted on 03-11-13, 07:42 pm in Loot Tables
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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All it really needs now is a way to set colors on items that support them.

I don't just program Noxico...
Posted on 03-13-13, 08:09 pm in PillowShout's Prose and Code Depositorium
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Well, if this works you'll be one step ahead from the scheduler I'd made and then #ifdef'd out. Let's see what this is...

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Posted on 03-14-13, 02:14 pm in UIList Issue not quite resolved [it totes is]
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Done. Will push with the next update.

I don't just program Noxico...
Posted on 03-14-13, 04:17 pm in PillowShout's Prose and Code Depositorium
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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Don't worry. I implemented comparison operators myself, and rewrote the part where it stores them myself.

I don't just program Noxico...
Posted on 03-15-13, 02:51 pm in PillowShout's Prose and Code Depositorium
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets
 

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For the record, and to assist in making characters actually go to bed instead of sleeping on the spot, the ID for a given character's bed is (now) Bed_characterNameAsID. That is, <code>character.Name.ToID()</code>, or "Bed_Suzu_Saito". Unclaimed beds get Bed_entityCountSoFar.

It used to be buildingBaseID_Bed_characterFirstName, but I changed that because first names can be shared even in one board and the building base ID is superfluous now.

On a related note I just changed the ID generation for wardrobes from buildingBaseID_Container_containerType_characterFirstName to just Container_containerType_characterNameAsID. Same here with unclaimed containers.

I don't just program Noxico...
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