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Tuesday, October 9, 2018 - 19:09

I spy an opportunity to expand the diminsions of the game here! :) Although it may require changing some of the stats in the engine from ints to floats.  When I worked on Glest, many players complained that the battles were too fast when compared to similar commercial games like Warcraft.  Flare could be more interesting with longer battles.

[difficulty_level]?
id=slow
name=Longer Battles
stat_enemy=hp,2.5
stat_enemy=hp_regen,2.5
stat_enemy=mp,2.5
stat_enemy=mp_regen,2.5
stat_hero=hp,2.5
stat_hero=hp_regen,2.5
stat_hero=mp,2.5
stat_hero=mp_regen,2.5

This would provide greater usefulness to debuffs (slows and bleeds) and powers that make use of them (electric mage attacks).  Ideally, I would say that the player of any game (mod) could either choose from built-ins as above (some mutually exclusive, others not) and possibly also a "custom" interface to set the parameters manually?  Yeah, I'm not a GUI guy either. :)

An alternative approach would be adding mitigators/amplifiers to damage and mana usage.

[difficulty_level]?
id=slow
name=Longer Battles
stat_enemy=damage_taken,0.4
stat_enemy=mana_used,0.4
stat_hero=damage_taken,0.4
stat_hero=mana_used,0.4

Overall, this particular tweak could be complicated by hp/mp regen rates, which may need to be tweaked differently to get it ballanced.

One of the things I added to Glest many years ago was a robust mechanism for stat modifiers (EDIT: also damage/heals-over-time, buffs and debuffs).  I didn't think of it then, but if I did it again now I would design it in a heirarchical fashion such that the same framework could apply modifiers globally, per-player, per group, or individual unit, etc.

Wednesday, September 26, 2018 - 21:12

Hrm.  Difficulty should be an engine-level settings and then the game should be able to specify a difficulty level at which something is applicable. 

Example:

[enemy]
type=enemy
location=7,21,1,1
category=forgotten_grave
number=1
difficulty=>2

Would spawn a particular monster if difficulty level is higher than two.  I'm not intimately familiar with the engine -- I don't suppose [enemy] entries support random attribute mutations huh? :)

Wednesday, September 26, 2018 - 21:03

wait...does FLARE even have support for fog of war?

Well no, that was a question.  Is this something engine development team is interested in?

Relating to your question, there was some discussion on the FLARE github a while back, asking for the option for monsters to not respawn if when you enter or exit the level. So if I am understanding correctly, then yes, such features would be very much appreciated :)

Well it's a little more interesting than just rather or not monsters respawn and I suppose a few different options (from the engine perspective) would be appropriate, such as having monsters permenently dead, respawn every time you leave and come back or respawn after a set amount of time (rather you're in that particular map or not).  It also means serializing the state of each monster, all effects, currently in-flight projectiles and map-specific objects (doors, chests, levers, etc.)

So it would be a non-trivial patch set.  Adding de/serialization is also a step towards implementing multiplayer (peer-to-peer or client/server) functionality.