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New powers/effects and how to implement them #115
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On the topic of spawning multiple effects: So to get multiple effects, we could use multiple On a more specific note, the aforementioned Bezerk power is meant for an enemy. Enemies can't use passive powers right now, so that will need to be refactored (see clintbellanger/flare-engine#226). |
Wow I'm slow. I just realized that Bezerk wouldn't need to be a passive power. It would use the ON_HALF_DEAD power slot (which you'd think I'd remember, seeing as I'm the one that implemented it). Regardless, enemies are still going to use passive powers at some point, especially if we decide later on to move all of a creature's power slots into powers_list. |
Ooh, your updated implementation looks great. I think it'll cover all the uses we need. Yeah I'm pretty sure we'll migrate enemies to a power list at some point. Right now I have four main power slots for enemies (melee physical, ranged physical, melee mental, ranged mental) which mostly help the enemy logic know what powers are available to use depending on position. Maybe for enemies we need to tag how the enemy uses each power, like this (in the enemy def files)
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Unable to use/cast the Magician Power of "Burn". How does a 5th level Magician use the "Burn" spell ON An ENEMY instead on on the ground under one of the ten activating boxes? Version 0.1 (1.0) Macintosh |
@SeaMac Use your mouse to aim and the number hotkey to activate. You can edit your save file to recover the point. Or edit the game to make Burn easier to use. |
Thank you! That was the Trick I needed to Know! |
Clint: thank you for the flare demo game and your help with targeting my That Ring of Invisibility I bought early on turned out to be the game Access to all warp gates ... In fact ... I couldn't leave it alone for very long. There are 2 exits from the map marked 'destination unknown' - that are (Oooops! I just read this: have: and probably give valuable feedback on how game play feels to Me.I have posted a link to your game from my web site: I have made 5 new Mac OS X screen shots of Flare Game to contribute. http://softwaresanta.com/images/flaregamechar.jpg (This might have Please download and keep these as Flare wiki assets ....I am also willing to contribute any English Spoken Vocals as game assets Carl McCallPS I made a MOD of the Mac OS X version of XTeddy ( http://softwaresanta.com/sssmf/index.php/topic,49.msg4467.html#new "Family Guy" fan-art ... Mac OS X 10.6 or earlier only.So ... I was Born to MOD! I finally found something I liked enough to PPS where IS that Save file anyway? Can't edit what I can't find!On 7/19/13 9:47 PM, Clint Bellanger wrote:
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@SeaMac You would probably enjoy the new mod more when its a bit closer to completed. The point of making it available now was more for potential contributors than for players. Once it enters beta, I will make a windows package available and hopefully somebody else will create a mac OS package for it. I will be very grateful for your feedback at that time. I don't plan to drag it out too long so i'm hoping to have it ready for beta within about a month or so. Another game which has already been created using the Flare engine is Polymorphable. Its a slightly different style than the alpha demo you have played. Some links to it are below. https://github.com/makrohn/polymorphable |
@SeaMac glad to hear you're enjoying the alpha demo. Sounds like you've seen all the content there is for now. Those unknown destinations were stubs for future areas (to invite modders to make their own maps). But it's kind of confusing so I'm going to avoid that in the new maps. If you're interested in making your own content, try messing around with any of the data files. The save file on OSX is in your home folder under ~/.local/share/flare I believe. ".local" is a hidden folder, so if you don't see it in your home folder you may have to look for folder options. |
I was not able to figure out how to install Polymorphable: I would like Yes! Sign me up as your permanent "Alpha/Beta" tester for any future Mac FYI I Am on 10.6.8 "Snow Leopard" and REFUSE to 'upgrade' to 10.7 / 10.8
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Your email address shows up as Matthew Krohn "notifications@github.com"
I placed the entire unzipped folder in my mods folder: and when I I selected it and enabled it (I even moved it to the top of the list): (Screenshot showing the MOD Polymorphable-master in the Active MODs list.) But when I launched the Game it didn't start Polymorphable - just the Polymorpable IS in the MODs tab ... but how do I make IT the Default Carl McCall - Beta TesterOn 9/8/13 4:12 PM, Matthew Krohn wrote:
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It's makrohn@gmail.com. Make sure Polymorphable is the ONLY active mod (maybe Polymorphable and default), with Polymorphable at the top of the list. Also, you don't want to put the entire Polymorphable master directory into your mods folder - inside that main folder is a folder called mods, and inside of THAT is the "polymorphable" mods folder. |
Clint and Justin: Flare is STILL my favorite D&D type game (Trumping "Battle for Wesnoth" I think the only other game to get this many hours of my life is Py Sol I am at your disposal to beta test any new content - especially on Mac Carl On 6/21/15 8:33 PM, Justin Jacobs wrote:
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We've done recent refactoring of active powers, passive powers, effects, etc. This opens up a lot of new possibilities.
It makes sense to start with some practical features we want to actually add to the game now. Working on those may reveal code that needs to be added at the engine level.
Ok, some examples.
Player-placed traps
I want to add caltrops and bear traps to the game. These will replace the "Immobilize" power in the Ranger tree. The way these work is: use the power to place the trap on the ground. If an enemy moves over them, the trap triggers and the enemy is slowed (caltrops) or immobilized (bear trap) for a short time.
There will be two visuals: one is the placed unsprung trap, and the second is the sprung trap attached to the victim. I think the unsprung trap can be a fixed hazard with a long lifespan, and the sprung trap can be an effect with its own animation.
Berzerk
I want to add more variety and unique feel to the Minotaurs. Part of what I want to do is give them a Berzerk effect that they gain at half health. Ideally I'd like for it to have multiple status effects. Example:
From what I know about our effect system, each effect only contains one stat right? So to implement this we'd actually need three effects. Maybe one of them (e.g. the increased damage) could come with an animation.
Can active powers (or triggered powers) only create one effect?
Maybe we expand so that either (1) one power can grant multiple effects, (2) one effect can change multiple stats, or (3) both 1 and 2.
Side note: right now effects are kind of like a template, and the actual scalar value is specified elsewhere (e.g. in the activated power). If we expand effects to alter multiple stats it might make the effect interfaces a bit convoluted. I'm actually okay with having effects with fixed scalars. WoW does this with their Spell style effects: there isn't just one Bleeding spell, there are several that represent various bleed damage and durations. But the current system is handy (e.g. where we don't need multiple Bleeds), so if there's a pretty way to expand it then I'd like that.
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