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Creature mood system #11
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BTW, shall we had natural ennemy creature so that your own creatures fight each other like in DK ? |
Yeah, that's quite the consequence I sincerely think we had in mind when a creature is in bad mood. |
Yes, if in bad mood, if a creature with negative modifier is found, it should be attacked. BTW, I think we should define in CreatureMood a modifier per creature so that if there is 1 dwarf, it is not the same as full of dwarfs :) |
That sounds great :-) |
If I remember well, in DK, they would fight to death (like spider and fly) |
Yep, fight to death. |
Last thing I wonder is whether we should apply such a modifier right away at spawn time, or whether we should apply it when two creatures "meet each other". The latter would permit us to separate such creatures, but also make it more natural... What do you think? |
Applying only when they meet, will be a little bit more complicated. If we do so, we should have huge modifiers that apply only when creatures can see each other. This way, if a spider is surrounded by flies, it will attack one easily. And if you manage to get flies away, it won't affect spiders :) Even if we do that this way, we can keep the creature condition spawning even if they never meet That sounds good to me :) |
Sorry, which one of the solutions? |
Applying when they meet :) |
K, fine to me. :) |
Actually, to me, we should use a huge modifier that applies per natural ennemy/friend in range sight. |
Looks fine. We'll fine tune values anyway after the thing is implemented. |
Fight to the death when a creature meets another one it doesnt like and its on a bad mood (probably from seeing that one creature) im with Hwoarangmy in this. |
Set milestone 0.4.9 for the spawn conditions part. It'll move back to later once this part is done. :) |
Why don't you rename this one to mood system and open another one with spawn conditions ? |
Official reason: Because at the time the issue was created, we needed to have a whole view of the future format and I didn't get around reviewing this so far. Non-official reason: Because I'm such a lazy one sometimes. ;) Ok, let's split the issue, especially now much of the new format is more or less functional. |
I will have a look at the mood system. My proposition is (as always, I will update the issue description when we agree):
Questions:
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I think yes, but only at extreme low mood and for some time. Remember we have now have to pay them (ah, I do think the payday fees should be lowered a bit, but WDYT?) and it means that the mood will end being bad somehow, I guess, even (mostly?) at the beginning of the game where you don't have much money and a lot of needs.
I think yes, too. Do we prevent them from working also at some point? I guess the casino (that is increasing mood), and support to force a creature to leave will also be needed next to this feature. ;) Just my two cents. |
Yes, please, no room destroying; but i would change Mood in creature config, so some of them have shorter fuses than others (demons) or massively longer (skeletons). I also think we need to lower the creature run away chance in normal combat to something like 10% HP left, rigth now all creatures run away in any figth and i feel we need more battles to the death, so maybe a chance to not to run away? |
What I've said when indicating the different angry levels were just examples, no worries ^^
Well, payday is IMHO the key to drive average game length. If it is expensive, aggressive players will have an advantage. If it is not, it will encourage to turtle. We should play carefully with that. Now that it is said, I've never played a real game since pay day so I don't really know if it is too expensive. If you feel it is, you can change it as you will. Remember that you can change the fees or the time between 2 pay days.
I think yes.
Ok, I will have a look. But IMHO, we should first decide how they behave when angry. So, here is what I think (mood values will be configurable):
Of course ;-)
I will open another issue for that Do we agree ? |
You're right. Let's have a few games before tweaking stuff. Well, you know, when you play the Keeper, you get angry and cruel fast (against your own creatures and the enemy ones) ;)
Yep, I agree as for me. This is not linked to mood directly so I guess we can do it now. |
BTW, I was wondering if it could be a good idea to create a special file for mood (instead of creatures.cfg) because:
WDYT ? |
Ok for me. It doesn't change anything and if it can make things simpler for you, there is no way we should bother for that. |
ok. I will do that then. |
part of OpenDungeons#11 Creatures becoming rogues are missing. This because we have to decide how to make them become rogue
… were removed + dehardcoded the dirt tile used as a workaround for lightning issues fixes OpenDungeons#700
See also: http://forum.freegamedev.net/viewtopic.php?p=56960#p56960
A new config file defining the mood will be introduced. It will define mood modifiers (each having a unique name).
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