(note, in the actual calculation "level" and "physical" would be "level - 1" and "physical - 1")
It's close enough to how it's done in most games of the genre, and plugging those values into a config file will be easy enough for people playing around with the engine.
michal, that's a nice idea. I could give a small bonus for each level e.g. 2 hp, 1 hp regen, 2 mp, 1 mp regen, 2 accuracy, 2 avoidance, 1 crit. Either way, the engine should support auto stat gains on a level up.
Some obvious balance issues that are simply due to being Alpha:
Level 1 is terrible in this system. No prospective hero should run around punching goblins. In a full game, level 1 would usually include a trainer, starting equipment, and quest XP to help someone reach level 2 before reaching the "real world".
When Flare becomes its first game I'll probably buy a domain for it and set up a nice website. For now this forum is serving me well -- plus, not having to maintain a separate forum is saving me a lot of time (invested in more Flare code).
I think the vision system in Nox is a bit much. It's well done, but kind of nauseating to look at if you're not the one playing.
I am open to a much simplified system, at first anyway. Example:
Any tile not in line-of-sight (perhaps check all four corners) is simply drawn at half brightness (have another pre-darkened copy of each tileset?)
Any creature not in line-of-sight is not drawn
Perhaps for exploration fun, simple fog of war: any tile not yet seen is not drawn at all (also reveal the mini-map this way)
It wouldn't look amazing, but it would be easy to implement and the hooks could be used for a better algorithm later (e.g. blending the tile's brightness based on the four corners of the tile).
This is not a priority to me at this stage of alpha. If it never was added I'd be okay with that (it's not strictly necessary to the enjoyment of the game).
I'm mostly free this weekend!
I'll probably add a simple point award system per level. So that each formula is like this:
HP = hp_starting + (hp_per_level * level) + (hp_per_physical * physical)
Example usage:
(note, in the actual calculation "level" and "physical" would be "level - 1" and "physical - 1")
It's close enough to how it's done in most games of the genre, and plugging those values into a config file will be easy enough for people playing around with the engine.
michal, that's a nice idea. I could give a small bonus for each level e.g. 2 hp, 1 hp regen, 2 mp, 1 mp regen, 2 accuracy, 2 avoidance, 1 crit. Either way, the engine should support auto stat gains on a level up.
Some obvious balance issues that are simply due to being Alpha:
Updates in r295
The starting vendor has the potions, and the cave/captured vendor has flasks.
The easier-to-attain potions should help with low level survival and mana issues.
Windows download: http://code.google.com/p/flare-engine/downloads/detail?name=flare_win_r2...
Spell: I think Flare looks and performs decently as is. But also I'm charmed by the simplicity of high-quality 2D games from the 90s era.
lefticus,
Right now the config file support I need is utterly simple, so I'll probably stick with my current system for a bit longer.
When I get into translation support, though, I might be looking at scripting languages that support unicode config files.
When Flare becomes its first game I'll probably buy a domain for it and set up a nice website. For now this forum is serving me well -- plus, not having to maintain a separate forum is saving me a lot of time (invested in more Flare code).
I think the vision system in Nox is a bit much. It's well done, but kind of nauseating to look at if you're not the one playing.
I am open to a much simplified system, at first anyway. Example:
It wouldn't look amazing, but it would be easy to implement and the hooks could be used for a better algorithm later (e.g. blending the tile's brightness based on the four corners of the tile).
This is not a priority to me at this stage of alpha. If it never was added I'd be okay with that (it's not strictly necessary to the enjoyment of the game).
It sounds like SDL_mixer. If it couldn't find any of the resources, it would have failed on earlier loads (e.g. loading the font file).
> Mix_LoadWAV: Unrecognized sound file type
I'm not sure if anything special has to be done to get OGG support for SDL_mixer on gnewsense; this is the first I've seen of this kind of issue.
You might try another, completed SDL game on gnewsense to see if sound works on it.
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