Saturday, February 27, 2010
Swamp vs. Deserts
after reading that there is no more auto-scum and there are no more great drops I got reminded of this little pearl written by Hajo in 2002. The pearl is a little bit hidden and only talks about OO design but really it talks about all design, so I extracted the part that struck me right between the eyes and rewrote it a little :
But in the meantime I think to get anything finished, creating perfection isn't the optimal approach.
Most other RL games are quite messy, code-wise, but they are all prosper and evolving.
Currently I'm trying to find a golden path between the desert of perfect theory and the swamps of usable reality. The swamps will in the end swallow you, but perfection can be like a desert that is very hard to cross (= takes a long time to implement properly).
Between the swamps and the desert there must be a temperate zone, which is easier to walk than the deserts and less dangerous than the swamps. Now the question is, how far should you stay from the swamps, and how deep should you travel in the desert?
This could be applied to anything in design, but specially to roguelikes. The Vanilla team is right now too much in the desert; it is a noble place to be, but us lesser players cannot always see where you're going to or have the patience to wait for the final product.
The other thing I'd like to say is dont be like the French, I will never forget working for a French company that did not like their email system, they were going to replace it. So since they were going to replace it, they cut the current email system without replacing it first. This stock quoted company went without email for 2 days (!!!) before realizing that you know, maybe they should have the replacement first... Taking out the auto scummer without first re-designing level generation is 'being French about it'. Refusing to give people a buy out button and also not redesigning shops is 'being French about it'. Refusing to give 'great drops' because long term you're going to fix item distribution is also pretty French.
Now, I've worked in a few countries since then and whaddayouknow, it's not just the French ;) If you've found a better term for this behaviour, let me know, I love and adore the French, I'm even married to one of them.
T.
Monday, February 15, 2010
Bounty!!
Getting close to 0.8.8
Tuesday, February 02, 2010
I sense a minor disturbance in the force
Friday, January 29, 2010
Next..
Wednesday, January 27, 2010
Choose a destination
Thursday, January 21, 2010
Bleeding edge download
Tuesday, January 19, 2010
Bye bye angband look ;)
Sunday, January 17, 2010
On Fury and Un
updates to Hellband have slowed down to a more sustainable rhythm, partly because of I've been busy with competition 80 and 81. I was second in 80 until the very end and currently am on the number one spot for 81.
Un has been surprisingly good. I remember previous attempts with distaste and a sense of 'I want my time back'. The idea to 'find' notes all over the towns and dungeons is great, although I wish I'd actually find the actual note on the floor so that I could carry it and re-read it. I play so fast in town that the note is gone before I realize it is a note. Anyway, notes -> great idea, something to remember for Hellband. The other thing is that Un has done away with the left hand side stats part of the screen and it looks beautiful, which motivates me even more to do the same for the 0.8.8 release.
Still, Un remains bizarre.
See comments. Still, point remains that every ego item I wear I now need to read a scroll of Phase Door or read spoilers to find out what the second ego item is that might have NO_TELE.
Still, I enjoyed the dungeons very much and the spells of competition 81 fit well together and Un gets a solid 7/10. Andrew is too much strolling from the beaten path and expects the player to either read change logs or read his mind ;)
* No more warnings under Cygwin
Tuesday, January 12, 2010
Servants
Greetings,
Patron rewards are pretty much on track to be finished this week. All the changes I proposed are in except for Demonic and Undead Servants.
Servants as hinted to in my previous post will be based on player ghosts. Basically there is space reserved in Hellband for 800 monsters, but only 697 are used, so there can be 102 servants and 1 player ghost at the time of writing. Obviously Servants will need to be stored in the savegame, since they are different from game to game. I’ve cloned the player ghost code for this purpose which violates one of my personal and corporate coding rules : no copy-pasting.. I might still re-visit this and merge player ghost and Servant code at a later point.
Saturday, January 09, 2010
*Curse Weapon*
after reading this , it confirmed my thoughts about curse weapon: it can make you quit the game in disgust..
As I am reworking patron rewards, I've upgraded curse weapon so that the concentration of destructive forces actually give resistances/immunities.
This is the new cursed Ringil for 0.8.8 :
a) The Long Sword 'Ringil' (4d5) (-1,-2) (+10 speed) {cursed}
Heavily cursed.
+10 speed.
Slays evil creatures, undead, trolls.
*Slays* demons.
Branded with frost.
Provides resistance to cold, fear, light.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods. Slows your metabolism. Speeds regeneration.
Prevents paralysis. Grants the ability to see invisible things.
The destroyed damage dice might still need addressing ;]
Examining a Long Sword (Shattered) (0d0) (-7,-5) [-3] {cursed}...
9:27 AM
15th Sep This sword is commonly found all over Europe, it's long and
<DEBUG MODE> has a cruciform hilt. All parts of the sword are used for
LEVEL 50 offensive purposes, including the pommel and crossguard.
Exp ********
AU 12345678 It weights 13.0 lb
|}=="*(()]]] It does extra damage from frost.
str! 40+ It poisons your foes.
INT: 40+ It drains life from your foes.
WIS: 40+ It is very sharp and can cut your foes.
DEX: 40+ It provides immunity to cold.
CON: 40+ It provides resistance to life draining.
CHA: 40+ It provides resistance to nether.
It provides resistance to disenchantment.
Cur AC 293 It renders you incorporeal.
Max HP 878 It slows your metabolism.
Cur HP 847 It is cursed.
Max SP 563
Cur SP 563 [Press any key to continue]
In the end, this cursed ringil gives on average only half the damage output of the old ringil, but gives immunity to cold, some high resists and ( this happens 1 in 3 ) constants wraith mode. Ringil is now at least a good swap weapon.
Thoughts are welcome, I do think I will make the damage dice reduction less drastic, maybe keep 1/3 of the dice + 1, so 4d5 becomes 2d2 instead of 0d0.
T.
Wednesday, January 06, 2010
Demonic Patrons
One thing I want to remove is pointless rewards. I really hate getting 'REW_HEAL_FULL' when my health is full and my stats are at max.. Or getting REW_EXP when I just turned level 50... So more checks need to be coded and if the reward is pointless, a different reward should be chosen.
Another thing I want to avoid with Patrons is that they mess up awesome characters. POLY_SELF with its chances of getting 2500 damage is not fun. CURSE_WEAPON and CURSE_ARMOR which blast items into something terrible and useless is not fun, especially once the player starts finding awesome artefacts..
I've categorized current Chaos Patron rewards & punishments:
* Give Servants ( only Demonic and Undead, needs Fallen Angels and Devils for Demonic )
* Dispelling ( Banishment, Dispel, Mass Banishment, I think the first 2 should destroy rather than banish, giving the loot to the player )
* Gifts ( Objects , Stats, Experience )
* Theft ( Stats, Experience, Hitpoint )
* Give Opponents ( Locals and OOD's only for now, I'm thinking of more tailored results )
* TY_CURSE, everyone likes the TY_CURSE ;)
* Morphing ( wounds, race , mutations )
Changes planned :
+ I like the servant idea a lot, but not the way it is now, I am definitely planning to take the Player Ghost code and make custom made servants. Because the levels in Dis are shielded, no one shows up till level 30 when servants are given.
+ Dispelling I like, but objects should be dropped, the odds are low of this happening anyway, the player should experience 'w000000t!' or something.
+ Gifts ( yes, and none of that 'good object drop' stuff ! )
+ Theft ( I dont mind extra stat stealing, in fact I dont mind even some permanent stat damaging, especially since alchemy exists in hellband, so the player has access to more stat potions at some point ).
+ Give opponents is ok, I think there should be way more opponents though, maybe just blast away a large circle around the player and put tons of monsters with 1 or 2 turns of confusion ;] Also, in shielded levels, sometimes nobody shows up, that has to be fixed
+ TY_CURSE is so classic, I cant touch it.. Maybe check on cyberdemons though, not sure that part of the code still works in Hell. There were no cyber demons in Dante's work that I can recall.
+ And of course, last but not least, add support for reward testing in debug mode.
I need some fresh ideas on punishments for the character that do not kill the character but are still pretty damn annoying and more importantly allow the character to recover. To start off I am pretty open to dungeon/recalling/monster modifications. I'm pretty confident that I can code staircases that run away from the player, burn all scrolls of recall in inventory, replace all monsters on the dungeon with something ten levels OOD. Force a scroll of Descent on the player etc etc.
Your thoughts and ideas are most welcome.
For Linux Players
before running the program
and
$stty sane at the end.
Monday, January 04, 2010
Smokin' !!
Sunday, January 03, 2010
New Mac version
Saturday, January 02, 2010
Band debugging of Mac
Thursday, December 31, 2009
Mac Version, Hallelujah!
I finally managed to compile and package the band from Hell ;)
For your downloading pleasure : Hellband-0.8.7-osx.dmg
Wednesday, December 30, 2009
Mac : almost there
- Hellband compiles on Snow Leopard, God bless Pete Mack
- Hellband.app can start, initialize, create character and save
- Hellband.dmg works fine now
