Yes. You'll be able to use them to travel around the Underrail.Great idea. Will it feature massive trains?
Yes. You'll be able to use them to travel around the Underrail.Great idea. Will it feature massive trains?
Should have something by summer at least. Don't know if it'll be publicly available, though.How far are you from releasing a demo?
Should have something by summer at least. Don't know if it'll be publicly available, though.How far are you from releasing a demo?
Of course, that's the plan.Should have something by summer at least. Don't know if it'll be publicly available, though.How far are you from releasing a demo?
You should consider making it available to us staff so we can do a preview. Just saying.
I wasn't happy with how the combat was working out, so I was playing around with damage to health scaling, combat speed and other parameters. But I couldn't strike the comfortable middle between too quick and hectic (narrow corridors, obscuring walls and other isometric stuff didn't help much here) and too dragged out and unnatural. So last week I set down and implemented a turn based combat mode.
I considered doing this before but I was reluctant due to some real-time dependent (not necessarily combat) features I have planned. But I gave it another thought and I think I can still manage it despite the combat being turn based.
So about the combat: Not all skills and abilities are implemented to work with turn based combat yet, but it's coming along nicely. The system I'm currently using is action point based with separation between action (all purpose) points and movement points (green and yellow on the interface respectively). I'm still deciding on how much of each a character should have and what stats should influence them.
In the following week I'll be mapping the rest of the stuff to work in turn based combat as well. As for the future of the real time combat in the game, it will still stay for battles that don't include the player character, but the player combat will probably be exclusively turn based as I don't want to have to balance all the encounters for both. Have too much stuff to do as it is.
I might implement some sort of controllable pets at some point, though it's a feature low on priority list. Other than that the game is meant to be played with a single character that can only utilize certain (though potentially wide) set of skills the player decides to develop.Now if you could just add just one or two followers then it would up it even more.
Well it was easy enough to implement and it's completely optional. The default action is to reload the entire magazine with the chosen bullet type.Not sure how much loading a single bullet matters, though. Just have everything in clips and load whole clips and leave an extra clip if there's leftovers. Too minute of a detail to load bullet by bullet.
As I said, it was hard to set up a good 'tempo' of combat. I thought about conditional pauses, but I'm not too fond of them.Just out of curiosity, what exactly didn't work in real time? Wouldn't it work with RTwP with conditional pauses?
I prefer turn-based to those. Also, those would be harder to (properly) implement in retrospect.Perhaps you could also try phase-based or simultaneous single action turns?
Thouggh that might be pretty confusing to just read too, if you haven't played roguelikes before.Speed
-----
Actions in real life rarely are synchronous. Beings rather act
individually, move with different speed and are either slower or
faster than others. ADOM simulates this by using a 'speed system'.
The core notion of this system is that every character and monster has
to collect a certain amount of energy to be able to act. Some beings
are able to gather this energy faster and thus can act at higher
speed, others gain this energy more slowly and thus act in a slower
way.
To be able to act once in ADOM your character needs to
accumulate at least 1000 energy points. Every acting being has a
'speed rating' (SR) and a current energy rating (CER). ADOM divides
each player turn into a number of segments. In each segment every
being on the current level adds its speed rating to its current
energy. Each being that passes the '1000 energy minimum' with its
current energy rating is allowed to act. Afterwards the CER is
reduced by 1000 (in most cases).
All Player Characters start with a basic speed rating of 100
which basically means that they can act once every 10 segments. This
rating can be modified by class (monks and beastfighters get faster
with more experience), dexterity (a score of 17 or higher can be
helpful), encumbrance level (the more you are encumbered the slower
you get), alcohol level (being drunk is not a good idea in all cases),
satiation level (a full stomach makes you move slower... starving
doesn't help either), your Athletics skill, and special items. Being
born under the sign of the Raven also helps.
Your energy can never be lower than 1 (although this spells
certain doom) and is not limited by any value. The only limit is that
you can act only once per segment (even speed scores of 2000+ can't
help in this respect... although they are impossible to attain in any
case).
Most monsters also have a base speed rating of 100, although
there are exceptions. Be prepared to face changing speed
monstrosities occasionally.
Finally you need to understand that some items don't increase
your overall speed score but might limit the energy costs for certain
actions (e.g. seven league boots could require you to expend but 500
energy points to be able to move -- thus you could move faster, but all
other actions would be carried out at normal speed).
This is also true for weapon skills which are able to reduce the
amount of energy required to stage an attack (see the section on
weapon skills for details).
SPECIAL NOTE: If you are setting your tactics level to 'coward' and
then simply move around without attacking anything, such a move only
costs 800 energy points *if* your hitpoints are reduced to one-third
their starting value or below (panic does that to you -- and since
ADOM basically is a heroic game we'll ignore other wound effects).
Remember this when you try to run away!
What kind of turn-based are you exactly looking at, at the moment? For a single character game, I think the usual roguelike might be the best choice - every single action is inputted on its own, and enemies move between that action and your next one if they're fast enough (different actions take different amounts of time, also your characters speed affects the time). It also should translate well to switching between real-time (noncombat) and turnbased (combat) modes.
If you didn't properly understand how the system works, here's quoting ADOM manual:
Thouggh that might be pretty confusing to just read too, if you haven't played roguelikes before.
Well, movement for example.What exactly would the roguelike mechanics be that make that system viable (and are lacking here)? I'm curious because it is, in most aspects, the closest thing to real-time mechanics after all.
Update coming soon.Hows it working out?