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  • Notrium Final Mix - New Version out. 0.31

    TNN17 13 years ago
    Updates: All pistol type weapons which function with the automatic reloading code are completed and functioning perfectly. I'm especially pleased with the Machine Pistol, which fires in three round bursts.

    Update 2: As an experiment.
    It occurred to me that the laser is functioning in a very.... unlaserlike way. Rather than being "pew pew", now it functions explicitlly as a sustained fire laser beam, dealing up to 100 damage per second, if you manage to sustain the beam on a single target. This unfortunately does rather render the pulse laser obsolete beyond adjusting the frequency of the beam for better damage, and would make the laser shotgun a serious energy hog (maintaining even one beams at a time is a big energy sink) to cover the area in front of you with short range (beam incoherency) death.
    Lasers have zero knockback in either way, and perfect accuracy. The laser unit does not behave like the others, one of its issues is the inability to form a coherent beam in this manner. They're also noiseless. I haven't yet implemented their 50% damage penalty against biological targets however.

    As a result of these changes I'll be halting making more in the laser weapon tree until people have had a chance to play with it and decide if it's a good move or not. Be sure to let me know what you think in version 0.2.

    Update 3: Targetting Lasers now cannot be abused. If you unequip one, you cannot reequip it until inventory has been closed and the stat debt incrued removed.

    Next up:

    Since a 0 item check allows me to do everything more easily; update the safety switch to cover:
    1 - All simple (non-created weapon) Melee - punch, club
    2 - All simple (non-created weapon) Ranged - pebbles, sling
    3 - All low-tier abilities - Android Cutting torch, Psionic Aggression etc.
    4 - All Advanced Melee - Blade, spear, everything created.
    5 - The bow and its various arrows.
    6 - Bullet using weapons.
    7 - Emission weapons - Flamers, Extinguishers, Sonic weapons.
    8 - Energy weapons - lasers, force weapons, plasma weapons.
    9 - Single use weapons - Grenades, the Launcher, and the rest.

    This can be done with a single number to each as a toggle. My main problem is I don't think there's enough room on the safety switch to explain all the effects.
    #
    Venom31 13 years ago
    "TNN17" said:
    It occurred to me that the laser is functioning in a very.... unlaserlike way. Rather than being "pew pew", now it functions explicitlly as a sustained fire laser beam, dealing up to 100 damage per second, if you manage to sustain the beam on a single target. This unfortunately does rather render the pulse laser obsolete beyond adjusting the frequency of the beam for better damage, and would make the laser shotgun a serious energy hog (maintaining even one beams at a time is a big energy sink) to cover the area in front of you with short range (beam incoherency) death.
    I like the idea of cutting with laser - laser deals little to no damage if remains still on one point of the target, you have to move its beam to deal damage. I don't think it's possible in Notrium however.

    "TNN17" said:
    My main problem is I don't think there's enough room on the safety switch to explain all the effects.
    Yeah, maybe you'll have to explain only coding - that S1, S2, ... , S9 markings on the switch, the particular weapons having them in description at any time.

    @EDIT
    (about constant Android's "out of energy" message)
    "TNN17" said:
    The Android bug is weird, it should only kick in under 1% energy, but Race Specialties never work well for me. I've moved it over to Scripts and it now works properly.
    This is because player_races.dat contains a mistake in the notes at the end of file
    specialties:
    0=cannot drop item class parameter0
    1=?
    2=has item slot parameter0, ragdoll x=parameter1, ragdoll y=parameter2, texture=message
    3=start with item parameter0 amount parameter1
    4=cannot drop item parameter0
    5=has bar number parameter0 from bars.dat with minimum of parameter1 and maximum of parameter2 and current value of parameter3 (cumulative to creatures.dat specialties)
    6=if bar parameter0 < parameter1 percent, increase bar parameter2 by parameter3
    7=if bar parameter0 > parameter1 percent, increase bar parameter2 by parameter3
    Here: not PERCENT, but ratio. Meaning under 1% energy is
    0.010000;//parameter1 

    IDK if the same applies for specialty 7, intuition says it does

    (so you may just place it back there)
    #
    TNN17 13 years ago
    "Venom31" said:
    I like the idea of cutting with laser - laser deals little to no damage if remains still on one point of the target, you have to move its beam to deal damage. I don't think it's possible in Notrium however.

    Unfortunately not. But cutting is definitely the best/only way for the laser to function right now, you'll have to manually wriggle it to terminate your target.

    Yeah, maybe you'll have to explain only coding - that S1, S2, ... , S9 markings on the switch, the particular weapons having them in description at any time.

    Yeah, I'll be sticking with (S1) etc on the items themselves, that's probably the way I'll go about it.

    This is because player_races.dat contains a mistake in the notes at the end of file

    Ahhh, I was wondering if it wasn't something like that. Thanks for clearing that one up.

    I'll probably stick with scripting for my purposes though - I get to include multiple effects for single triggers, like all the malnutrition scripting.
    #
    Venom31 13 years ago
    In fact I was thinking about effectiveness - the execution of specialty check is obviously some code too, just as script, but you never state its checking frequency, unlike script. I wonder of realization differences. Maybe all checks are better to go in scripts?
    #
    TNN17 13 years ago
    Safety Switch;//name---------------------------------------
    1002;//identifier
    0;//item class
    0.000000;//weight
    Command: Disables/Enables Weapon Types. Each weapon has an (S) number. Press this number with the safety switch selected to disable or enable it.;//short description
    none;//first pick up text
    0.250000;//size on map
    0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    -1;//particle to shown on radar
    1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
    qgmarble.png;//texture name
    -1;//wielded script,-1=nothing, only applicable for wieldable items
    -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
    0;//show help text for conditions
    begin_wield_slots;
    end_wield_slots;
    begin_effects_block;
    Unarmed Strikes Disabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    1;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    32.000000;//condition parameter0
    0.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    32.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Unarmed Strikes Enabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    1;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    32.000000;//condition parameter0
    1.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    32.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Material Weapons Disabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    2;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    33.000000;//condition parameter0
    0.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    33.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Material Weapons Enabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    2;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    33.000000;//condition parameter0
    1.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    33.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Basic Combat Abilities Disabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    3;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    34.000000;//condition parameter0
    0.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    34.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Basic Combat Skills Enabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    3;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    34.000000;//condition parameter0
    1.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    34.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Melee Weaponry Disabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    4;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    35.000000;//condition parameter0
    0.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    35.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Melee Weaponry Enabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    4;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    35.000000;//condition parameter0
    1.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    35.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Archery Disabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    5;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    36.000000;//condition parameter0
    0.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    36.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Archery Enabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    5;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    36.000000;//condition parameter0
    1.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    36.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Pistols disabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    6;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    37.000000;//condition parameter0
    0.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    37.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Pistols Enabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    6;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    37.000000;//condition parameter0
    1.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    37.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Energy Weapons Disabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    7;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    39.000000;//condition parameter0
    0.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    39.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Energy Weapons Enabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    7;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    39.000000;//condition parameter0
    1.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    39.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Special Weapons Disabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    8;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    38.000000;//condition parameter0
    0.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    38.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Special Weapons Enabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    8;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    38.000000;//condition parameter0
    1.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    38.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Grenades Disabled;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    9;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    40.000000;//condition parameter0
    0.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    40.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    Grenades Enabled.;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    9;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    40.000000;//condition parameter0
    1.000000;//condition parameter1
    0;//condition
    41.000000;//condition parameter0
    0.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    40.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    16;//effect number
    41.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    none;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    1;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    41.000000;//condition parameter0
    1.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    41.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    none;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    2;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    41.000000;//condition parameter0
    1.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    41.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    none;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    3;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    41.000000;//condition parameter0
    1.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    41.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    none;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    4;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    41.000000;//condition parameter0
    1.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    41.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    none;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    5;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    41.000000;//condition parameter0
    1.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    41.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    none;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    6;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    41.000000;//condition parameter0
    1.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    41.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    none;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    7;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    41.000000;//condition parameter0
    1.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    41.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    none;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    8;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    41.000000;//condition parameter0
    1.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    41.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    none;//event text
    none;//event failure text
    none;//sound, none for nothing
    0;//vanishes after event, 0=no, 1=yes
    9;//use key
    -1;//quick key
    begin_conditions;
    0;//condition
    41.000000;//condition parameter0
    1.000000;//condition parameter1
    end_conditions;
    begin_effects;
    16;//effect number
    41.000000;//parameter1
    -1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    begin_combinations;
    end_combinations;


    It took 18kb of text for just a single item, but here it is in all its glory, the Safety Switch.
    It's actually a bit bigger, since on top of this there's the nine tokens and the tenth Hold-Up token.

    In action, all weapons with (S#) check for the presence of a related safety token, if it's present, then the weapon cannot be equipped.

    To allow a binary toggle, a tertiary token is required, the Hold-Up token. Since effects are resolved in order on use, without the hold-up token the toggle would happen in the same item use, switching the safety on and off again. This hold-up token is then removed by a final duplicate set of item commands at the very end of the item uses, one for each toggle key, removing the hold-up and allowing further uses of the switch.

    As with everything else I'm doing, people are welcome to use it for their own insanely complicated mod plans.

    I also set up the flashlight. It's currently a pretty dinky light, which I'm tempted to stick with since I always found the Default light to be too bright where it was pointing. This smaller light behaves a little better.

    Next up, once I've finished attaching the conditions to all the weapons, I'll be going through items.dat implementing some of the unfinished items. I'll move on to item spawning and the new maps when I get finished with some of the key entries (bows and arrows and Ether/cooking probably), and that should probably be it for version 0.2 unless anyone has any specific requests for me to get onto; as ever, let me know.

    EDIT - Update: The scripting around equipment "stat" bonuses has been optimised. Now it's both impossible to abuse the system, and the actual enforcement is instant for reequipping.

    Goggles and related features quick-key remapped to Night (V)ision. I'm leaning against any picking up of creatures (being carried by, sure, picking up, not so much). Instead, Turrets shall be deactivatable, converting them back into an itemised state, probably with Z. This will convert it into an item - there will be one per 25% health state - Full, 75%, 50%, 25%, and 0% (which, if reactivated, will spawn with only 1 HP).
    Naturally the best time to deactivate a turret is when they're on full health.

    There'll be more on this line of thought when I start working on turrets and friendlies in a version or so.
    #
    Kario 13 years ago
    ..."Pew Pew"...
    made my day
    #
    Narvius 13 years ago
    I seriously wonder where you get all that motivation from. *applause*
    #
    TNN17 13 years ago
    The Captain's Armour series is complete (with possibly a minor adjustment in combinations), from basic blue alien Armour to forcefield empowered, temperature regulated waldo - the cell-suit.

    The ingenious captain is also able to convert the tight beam of a low powered laser into a rather broader beam with another use, use another type of alien to make substantial improvements into some of the simpler weapons at his disposal, and become a proud member of a sweat-shop making cheap bags for over-privileged western alienspawn.

    Or for himself, which will give him a bonus to carrying capacity as long as it's equipped.

    Combining the maximum bonuses available to him, the backpack, he'll be able to carry twice as much as his starting amount, deal enough damage with a punch to kill a small brown in two hits, kill it with a pistol in one, and survive a hundred hits from anything that deals less than 42 damage per hit (this numbers in as "zero" right now, though a Reaper's triple-bloodening strike will turn this into more like "twenty hits").

    One weapon entries are finished I'll be considering the Captain complete. Android's next.

    "Narvius" said:
    I seriously wonder where you get all that motivation from. *applause*

    Caffeine and insomnia mainly. Even then doing the gruntwork filling in minutiae is soul-destroying boredom I break up with.... Well.... more coffee and insomnia mainly.


    Update:
    In the aim of a simple, player-friendly experience, select Health items (currently Red Plant, Recpvery Pack, and Health Pack) marked with an (H) can now be auto-used with the H key whilst playing. This will automatically use only the weakest available (H) item for use, without using any of the others. The Android will not receive this automatic ability, for obvious reasons.
    This will go hand in hand with auto-food (N) items (mushrooms, green plants, alien meat), and (C) items (Blue Plant, Power Unit, Energy Unit), making several simple common tasks no longer necessary to enter the menu over.
    #
    TNN17 13 years ago
    The second, "options" menu has been implemented. This contains the options for the Safety Switch, instructions on important Hotkeys, Sickness, Stats, and Combinations. This can also expand to cover further game concepts as they arise, or include information I haven't thought of as being unknown (I should probably include weapon types, for example, now that I think of it).

    Pro-tip: ANYTHING clever with inventory opening items opening and switching inventories has a nasty predisposition to crash the game.
    If you want a system where a single item opens a menu, you'll have to do it with a series of "Run By Itself" self-disabling scripts, which will successfully open inventory and change it without breaking the game. This has the helpful (for me) side effect of making the "options" menu appear at the beginning of the game, making sure everybody can see the menu immediately.


    Meanwhile, the quick-consumption buttons are working dandy, the only time you'll need to enter your inventory is if you want to use a specific item, or if you want to use one of the non-automated use items, many of which will be superior to those easy-use items.
    #
    Venom31 13 years ago
    "TNN17" said:
    This will automatically use only the weakest available (H) item for use, without using any of the others. The Android will not receive this automatic ability, for obvious reasons.
    But I believe he will be able to at least "R"epair himself, "F"ix it or even leave the same key for consistency.

    @EDIT
    [offtopic]
    Replaying Scavenger. I didn't know that Devour could be infused. That was the issue
    Once he enters his infinite kill-devour-store-evolve-kill loop, he's ok (until you get bored, that is). Still can't take on battledroids and snipers on his own, however...
    [/offtopic]
    #
    TNN17 13 years ago
    The Android will have a quick-key for Repair units, yes. This Quick-Key will combine both self-repair and the AOE friendly-repair-attack, for a burst of regenerative healing. This quick-key will make the Repair Unit useful for a rapid on-the-spot repair for nondroids experiencing a minor case of Base Destruction.

    Given how much rarer and more valuable a repair unit is compared to Default however, the android may prefer to use tools to repair his core, which takes time, but can be done whenever without needing an item.

    "Venom31" said:
    Still can't take on battledroids and snipers on his own, however...

    Tell me about it. It took me forever to beat those battledroids with him, and snipers were always, always luck based. You'd have to up him to level 50+ just to have enough health from his upgrades to survive the hits.
    #
    Venom31 13 years ago
    Ha-ha, no. I have, like, lvl56 now. Or 58, whatever... 800 hit points are enough so survive a couple of s-bullets OR a couple of missiles. BUT. If they come in great quantities (and they often do) even my pets (yes, pets again) can't distract all of them enough to do my job. Biocannon makes easy deal one-by-one, at the expense of 10 fat o_O and moderate cooldown. Nightmare strike isn't just potent enough to kill them in one hit, also its looooooong cooldown makes it a weapon non-grata, as well as all other bites... I think I'm going to disassemle it and get more health upgrades instead.
    #
    TNN17 13 years ago
    I found the easiest/only way to go was Volcanic Spray. Sure it does tiny amounts of damage per shot, but it should take out any missiles (I'm pretty sure they were a one-hit kill to me), and you'll have plenty of time raging at a distance to dodge its counter attack.

    But seriously, I should probably stop talking about it or I'll start playing instead of modding. Back to the grind!

    Also: I can quite easily add race specific special combinations for each character. How much in the way of spoilers do you want in terms of combinations?


    Update: It takes six scripts, six weapons, and an additional equipment slot to accomplish, per bow type, but I've managed to get bow and arrow archery system working.

    This is currently 100% manual, but effectively:
    The player equips arrows to their quiver slot. Without arrows, the bow explains their absence and dequips and cannot be reequipped until arrows are put in the quiver.
    The bow in question can then be equipped.
    Each time the bow fires, it's actually calling a master script for that bow. This master script checks each ammo type individually for equip-status. If it's equipped, then it fires the associated child bow weapon.
    No, you can't see your ammo count for the bow ever. Don't ask to. Seriously.

    When seen from gameplay, it looks.... perfectly normal actually, considering it's coded like an unholy abomination underneath, but hey - first of their kind that I know of in Notrium (otherwise I'd have stolen the freakin' things).

    If Q doesn't do anything (I.... don't think so?), I'll probably use it to change ammo in the quiver whilst the bow is equipped (or the ammo in whatever other alternating ammo weapon types get included).

    Which reminds me, Weapon quick keys - I'll probably default to an "equip best X" for each type of weapon (give or take). This will go something like:

    1: Equip Best Sword, 2nd Best Sword, 3rd Best Sword, Spear, 4th Best Sword, Best Knife, 2nd Best Knife, Fist. (Interrupts between each on successful equip)
    2: Equip Best Bow & Equip Worst Arrows > Worst Bow & Best Arrows (you won't like auto-equipping single manufacture Explosive Arrows I'd assume)
    3: Equip best projectile weapon > Pebble Shotgun > Sling and Pebbles.
    4: Equip best laser.
    5: Equip best plasma.
    6: Equip flamethrower.

    Aliens and the Psionic will have a slight variant to this, naturally.

    If you'd rather change this order/make it different etc, let me know now before I start implementing it, you've got until I start v0.3 to give an opinion here.
    #
    Venom31 13 years ago
    "TNN17" said:
    I found the easiest/only way to go was Volcanic Spray. Sure it does tiny amounts of damage per shot, but it should take out any missiles (I'm pretty sure they were a one-hit kill to me), and you'll have plenty of time raging at a distance to dodge its counter attack.
    If I rage at a distance to dodge attacks, who's gonna damage them, huh? Oh, the petsss. It takes ages for them to take out BDs. Also, I'm not sure raging will save me from s-bullets. In fact, I'm being so disappointed in later levels of Scav's evolution that I've edited Biocannon in question. Didn't yet playtest it though, but the major points are these:
    - inconvenience of further evolution - you can't store fat while having biocannon; 20 seconds rearrangement are a pain considering spawn, food consumption, weather effects etc.
    - inconvenience of disassembling - when I break up Biocannon I get Store and totally useless Magma Ball that spoils weapon rotation space. It's also spoiled by bite crap, I'll consider making bite faster; its weapon block is sooo annoying (deadly annoying, sometimes)
    - usage of quite limited bar, being able to launch like 5 hits on my current level is miserable
    - I have around 200 fat in inventory because I thought Biocannon would use that XD
    - its area of effect and cooldown time are pretty miserable too, considering the price you're gonna pay (10 Fat is not a joke, seriously, not in terms that you have to eat much, but in clickwise numbers)

    So, I've relinked Biocannon to inventory's Fat items, and added Store's functionality to it. Playtest will show if this is enough to make Scav walkthough-able at any degree...

    "TNN17" said:
    Also: I can quite easily add race specific special combinations for each character. How much in the way of spoilers do you want in terms of combinations?
    There is a small contradiction in all these combination-spoilers. You see, one of the best things that I liked in Notrium when I played it for the first time, was that you could think out new items out of vague description of their base items (base items - the ones you build new items from). However, when the number of combinations reaches some point, the memory fails somewhere, and I appear to miss something. (Just like in my plevious Scav play - Devour. My excuse may be that it was nowhere written out in any readable manner - W/E is plentiful in this aspect. For example, Biocannon's long description is mysteriously never shown, leaving player in frustration about what he must do with it.)
    So, my suggestion would be to have spoilers for unusual things like race-specific ones and have some hints on normally combined items about usual combos everyone can do. The amount of hint vagueness may be devised only by playtesting anyway, so no big advice here for now =/.

    "TNN17" said:
    No, you can't see your ammo count for the bow ever. Don't ask to. Seriously.
    Well, let's suppose the quiver is on character's back
    Is the current arrow type shown anywhere? Will the bow automatically switch to other arrow type if it runs out of the current one?

    "TNN17" said:
    (weapon equip list)...
    If you'd rather change this order/make it different etc, let me know now before I start implementing it, you've got until I start v0.3 to give an opinion here.
    "Interrupts between each on successful equip" - what's that? A pre-set delay?
    I didn't see bows and other melee weapons; so I dont' know about their preference order...
    #
    TNN17 13 years ago
    You damage them 1 HP at a time with Volcanic Spray of course!

    .... Yeah, Battledroids are annoying. I don't like/use pets for Scavenger so they were always annoying. Have you tried dropping double machine gun turrets by one and using them as support? Or is that what you mean by pets?

    But yeah, Scavenger will enjoy the safety switch mechanic and overhauled mechanics when he's implemented, and any missile-launching death tanks will be slightly less obscene.

    Probably.

    "Venom31" said:

    So, my suggestion would be to have spoilers for unusual things like race-specific ones and have some hints on normally combined items about usual combos everyone can do. The amount of hint vagueness may be devised only by playtesting anyway, so no big advice here for now =/.

    I actually went this direction last night. In your options screen are explanations of some of the more basic damage types and perhaps the most basic items. By combining (well actually previewing combines, it would take somewhere over an hour to actually finish combining them) combination advice with each, it will give more in-depth hints how each advances.

    I may leave unique combinations alone for now - you will always have your unique token, if you don't try to combine it with everything, you're slacking anyway.

    Sidenote: I believe Long Descriptions for combinations show up in your Journal. If you open journal and read previous entries, a lot of your previous creations should be in there.

    Is the current arrow type shown anywhere? Will the bow automatically switch to other arrow type if it runs out of the current one?

    This is actually what I was going to be posting as an update after some early morning optimisation; the bow now recognises zero-ammunition situations and auto-equips the weakest available arrow type. It will at this point display a message detailing the newly equipped arrow type. The only type it won't auto-select is the explosive variety.

    "Venom31" said:
    "Interrupts between each on successful equip" - what's that? A pre-set delay?
    I didn't see bows and other melee weapons; so I dont' know about their preference order...

    This is a system in use for the bows and the auto-consumable commands to take advantage of the system running through scripts in order - each has the condition "Has 0 Hold-up tokens". If one successfully runs, it gives a Hold-Up, causing the rest of the scripts to automatically fail until you hit two end scripts - one contains a "Has 0 Hold-Up tokens" as its only condition (this then gives a failure message and a hold-up token), the last in the script removes the hold-up token.

    Since all scripts that need this complicated check only run on demand, this keeps hold-up tokens separate and prevents as much strain on the system as possible.

    Bows will be in 0.2, at least with their two basic ammo types, as will their superior cousins the Power Bow and the Long Bow. Honestly it's not like I'll script-nazi at people if they give their two pence after 0.3's up, it's just a matter of switching quick-keys on the trigger.


    Still to do:
    1: Get the other two bows up and running.
    2: Get Ether and Cannisters implemented (I'll probably be leaving spray weapons off for this version, there's a lot of new stuff for you to get used to, and I'm lazy).
    3: Creature-based starting spawns.
    4: The four new areas with a new, consistent "Jungle" spawner for them.
    #
    Venom31 13 years ago
    "TNN17" said:

    .... Yeah, Battledroids are annoying. I don't like/use pets for Scavenger so they were always annoying. Have you tried dropping double machine gun turrets by one and using them as support? Or is that what you mean by pets?
    No, pets are one fully matured alien pet and its four spawns. Actually, I did not make any tech with Scavenger. It just doesn't feel right

    "TNN17" said:
    ... any missile-launching death tanks will be slightly less obscene.
    BTW, did you make your own battledroids? I did when I played human and android, but why did they suck so hard?

    "TNN17" said:
    By combining (well actually previewing combines, it would take somewhere over an hour to actually finish combining them) combination advice with each, it will give more in-depth hints how each advances.
    Hold on - combining combination advice?

    "TNN17" said:
    Sidenote: I believe Long Descriptions for combinations show up in your Journal. If you open journal and read previous entries, a lot of your previous creations should be in there.
    Yes, but usually it opens up on its own.
    #
    TNN17 13 years ago
    For example:

    Combination - Item, explains the basics of combining, and tells the user to click it and hover over Special Abilities item.
    Special Abilities - Explains how each character gets a special. > Combines (takes 9001 seconds) to "Combination Advice" which gives a deeper explanation into the whole thing, and tells the user they can do the same thing over other items in the option screen.

    Since combinations have a preview of the result, this means you can view the expanded information if you want, or skip it. This basically doubles (or more if I add further combination possibilities) the capacity of the help screen to contain information.

    Hopefully it will be clearer when the new version is released.


    No, I never made my own Battledroid, or Bike, for that matter.

    And I know what you mean, whilst I originally intended him to be more like the Extropian (biological with some tech) and he can use stuff like the sub-radio, he rapidly became fleshed out to a point where tech never got used. I still used turrets though, since Uberwaffe decided to make them so OP, and I have poor willpower turning down ultimate power.
    That said, I never, ever used the pet alien either, the Scavenger for me was always a loner,
    #
    Venom31 13 years ago
    WUT? 9001 seconds? How is the player then going to look through those "further combination possibilities"? In over a thousand years?

    "TNN17" said:
    No, I never made my own Battledroid, or Bike, for that matter.

    And I know what you mean, whilst I originally intended him to be more like the Extropian (biological with some tech) and he can use stuff like the sub-radio, he rapidly became fleshed out to a point where tech never got used. I still used turrets though, since Uberwaffe decided to make them so OP, and I have poor willpower turning down ultimate power.
    That said, I never, ever used the pet alien either, the Scavenger for me was always a loner,
    Ah, now I see. My main disengagement with turrets for Scav is because I tried out captain's Adv.Flamer.Turret + Pets + Upg.Bike combo. It looks like this: you carry the Adv.Flamer.Turret, it slows you down. You sit on the Upg.Bike, it doesn't care if you carry a turret, so the speed is fast again. So, you get a primary attack (rather weak pulse laser, but with infinite energy) and a secondary attack (advanced flame from turret, also infinite). The bike itself, when upgraded, is rather beefy, so it can withstand many hits of s-bullets, BD lasers, missiles, and DR hits. Pets distract enemies (and use up hordes of DR corpses), dead blue pets provide nutrition. Killed DRs are picked up regardless of overburdance, killed BDs provide repair units for fixing bike and turret. Killed snipers are useless.

    After such overpowered combo, an overburdened hungry Scavenger, trying to assemble them turrets looks rather primitive, you see.
    #
    Narvius 13 years ago
    This is an awesome idea. The 9001 seconds are actually so that the player DOESN'T combine it!

    Basically, like this. Player has 1 "hint item". This hint item has combinations with various other items, the descriptions of the products are the hints. Since you can preview the descriptions, yeah. You don't need to combine. All these combinations aren't there to be used, only to be read, and won't have any uses (this can totally be used for some psionic-related secret though ).

    This, TNN17, is genius. I bow before you.
    #
    Venom31 13 years ago
    Good idea if only one hint tier will exist. Dunno about if more...
    #
    TNN17 13 years ago
    "Venom31" said:
    Good idea if only one hint tier will exist. Dunno about if more...

    If I want more, then I'll make one of the hints mention a secret command to upgrade the hint icon and add a whole new layer to the thing. Or add new combinations to the second hint item.

    "Narvius" said:
    All these combinations aren't there to be used, only to be read, and won't have any uses (this can totally be used for some psionic-related secret though ).

    Actually this is a great idea. The psionic's Psionic Key could faux-combine with all the token types and give some hints on which way to take his abilities (this could combine with the previous hint style and just give a nameless "intuition" with an image containing a colour of the components.

    And since the psionic would be the only one who could possibly pull it off (he certainly could pull off the full over-9000 second version of the options-menu hints, nor do I think anybody would be hugely interested in sitting there for two and a half hours for it to happen, but a 600 second version might be doable if you prepared for it.


    Again the combination crash bug struck today, which killed most of my day's productivity finding it and fixing it, but bows are complete (at least the two non-exotic ammo types). Tools are implemented (half-way, they aren't yet a weapon, just a combination tool), making some of the item trees progress differently.

    Safety switches for all weapons are 90% done. I think I'll probably be redoing the item seed to use Quantum as a conditional rather than just terrain type, since there's a mild discrepancy in just how often it appears to be dropping junk and how often it should be.
    #
    Anonymous1157 13 years ago
    "TNN17" said:
    Combination - Item, explains the basics of combining, and tells the user to click it and hover over Special Abilities item.
    Special Abilities - Explains how each character gets a special. > Combines (takes 9001 seconds) to "Combination Advice" which gives a deeper explanation into the whole thing, and tells the user they can do the same thing over other items in the option screen.
    ... Why don'tcha just write a damned manual?

    That was a half-serious joke, but I think I just got a better idea, if I understand what you're trying to accomplish. What if you just put the faux-combination items in a secondary inventory as you acquire the related items in your primary inventory (Or leave them all there at all times for simplicity's sake), and Use a "More Information" item to switch inventories?
    #
    Venom31 13 years ago
    I think it's already that way - no?
    #
    TNN17 13 years ago
    "Anonymous1157" said:
    That was a half-serious joke, but I think I just got a better idea, if I understand what you're trying to accomplish. What if you just put the faux-combination items in a secondary inventory as you acquire the related items in your primary inventory (Or leave them all there at all times for simplicity's sake), and Use a "More Information" item to switch inventories?

    Sort of how it is, yes. I don't yet add items on acquisition (right now what's there is there from the start), but I can quite easily add stuff like alien info the moment the player kills his first of a species type. The second inventory is serving as an information repository as well as an options screen. It can be opened straight from gameplay though, there are no "mechanics" items in the primary inventory anymore.

    And if people want more in depth hints than those I've provided, they are of course welcome to write their own, I'd be happy to add them in. Just let me get 0.2 out first so you can see what's in place already.


    Update to spawns: Found the bug was actually that the spawner.... wasn't spawning. Having fixed that and upped seed speed, problem seems to have resolved itself.
    #
    Venom31 13 years ago
    Maybe this should be in general Notrium modding or someone posted this earlier (no search results for that).

    If you set multiple use keys to an item that is a weapon, you can have e.g. U for equipping it as a weapon, and other in-inventory keys for any other effects... But they only work once in two times. Meaning if some effect is bound on Y, for example, you press Y, nothing happens, then on the second press it works. Weird, huh?
    #
    TNN17 13 years ago
    Yeah, that's something I've been tidying up lately. Right now the only dual-use equip item is wood, which is eh, since you can always just hit it against aliens until it breaks for you. It's because the game can't group "equip" with particular actions, but on the item in general, so any second use is a null "unequip" action.

    Next up: Starting work on Android upgrades.
    #
    Nocture17 13 years ago
    I can never remember passwords.

    Progress:

    Redid bonuses to stats from the ground up, taking them out-of-inventory. Now all stats are calculated once per second - zero'd, then all equipment and relevant stats added. I may alter this further so that it only calls when you use your inventory or when you equip a particular item.

    The only things not covered right now are Armour and Carry Weight - I *think* carry weight can be adjusted the same way, as it's a specific bar-type like temperature/armour, I can set each creature's weight to a race-specific minimum and then pull off additions based on gear and strength. I haven't yet implemented it that way, that's something I'll be working on this evening (if my sleep deprived brain doesn't format itself).

    For armour, calculating everything this way makes revamping armour a definite possibility - Armour items will run an armour control script when equipped, rather than "setting" the armour bar.
    To remove armour without equipping other armour in its place, you'd have to enter inventory, which would run the control scrip automatically.

    For the moment, the above change would be invisible if it works correctly, but it could potentially allow shields, helmets and other secondary defence items to function in tandem with traditional armour.

    With these implemented, you can equip, unequip, and in the android's case, just plain carry stuff (weight is the key restricting factor in Android upgrades, he carries his bonuses around with him).

    Android upgrades, incidentally, are complete. He can now interface items with his core in order to convert them into servomotors, processor chips, and armour plating. Processor Chips boost accuracy, Servos boost carrying capacity and strength, armour plating boosts his armour score (perhaps obviously). He also has his own, more energy efficient, internal nightvision.

    I still need to implement his cutting torch based weapon upgrades.

    I still have the ether/cooking system to do. I'm honestly not looking forward to it, but when the above changes and this are done, I'll be moving on to the new maps/spawns/jungle climate.... And that'll be version 0.2. It should hopefully be done by the end of this week, if I don't get sidetracked with some other items.
    #
    Venom31 13 years ago
    "Nocture17" said:
    I can never remember passwords.
    ...
    I still have the ether/cooking system to do.
    So. Save the cookies
    #
    Nocture17 13 years ago
    New computer + bad memory = Nocture17 is now going to be posting 50% of my posts or so.


    Updates!

    1: Work on dynamic armour has been implemented - you can now successfully equip multiple pieces of armour and I believe your armour total will be calculated correctly.
    2: I believe that accuracy and strength calculations have been tied to inventory correctly, this means it will recalculate whenever you enter or exit your inventory, Hopefully even correctly.
    3: Cooking is 90% implemented, as is ether. Though you will no longer be murdering sentient beings with murderous glee, this flammable, immobile substance can be lit in a number of ways to provide you with warmth. I believe (there's a lot of believes here, I've not actually had opportunity to test all my code) I've also got it so that fire will ignite nearby ether puddles causing a chain reaction. Most "cooked" items are done so using heated universal solvents and typically have, or can get, advantages over their unprepared equivalents.
    4: The android's upgrades are complete. He can install, uninstall, disassemble and otherwise manipulate items. His cutting torch upgrades will wait until I introduce plasma weapons, since that's the weapon type it uses.
    5: Spawning of items is currently my main task, so far I have it on: "If terrain not water, 1/20 chance of spawning an X and dying", with each following chance more likely (1/19, 1/18, 1/17, 1/8 - bullets getting double chances to drop). It's very raw at the moment, and very random. I'll probably back it up with plot object spawns as normal to ensure minimum quantities of items, but this will be a random selection of at least ten items on each map that are the result of these spawners, making for a more random game.
    In the completed (or more so at least) article, I plan on having different types of resource. You will be able to recover/create certain items, if only from enemies (batteries, bullets, scrap metal, ether, crystal ore etc.), some items will naturally spawn (red plants), and some will be an expendable (fuel cells, warp coils, energy couplings) which have a finite number and then they're gone.
    #
    Venom31 13 years ago
    I wonder how many games have random item generation plain on terrain. I believe it's pretty hard to balance - you have no control over what's generated where except for terrain type and map. <- As far as I got it...
    #
    TNN17 13 years ago
    There's four potential controls here:

    1: Terrain Type.
    This actually works out fairly well. Each map has an explicit list of possible terrain types that can randomly spawn in it, and it opens up the chance for an oasis area that actually gets unique drops according to its terrain.

    2: Area.
    It actually is possible to restrict spawns to specific areas. It's just not "clean" - the best way to get a range of areas is for a "area is not" for all the other areas. This means that if I wanted (I don't really, it's a lot of work just working on the basics) then I could recreate, using tokens, a quantum generation for every area.

    Player starts with 5 or so X tokens. These tokens total the possible starting number of Scrap Metal in Jungle Areas. They have another such token for Desert, Volcanic, Swamp etc, each in differing amounts. This imposes a cap on particular item types, by region.

    3: Random.

    I already do this with creature spawning. I may do something like this with the starting item spawner if my Random calculation doesn't work out swimmingly (actually I may do so anyway, since this gives a much more definite result than the inbuilt "random" condition). This can easily be combined with area/terrain conditionals.

    4: Spawner.

    I don't have to use one spawner for all areas. In fact if necessary a unique one could be made for each area/climate.
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    Venom31 13 years ago
    Curious if central limit theorem (I hope it's called so in English) will be applied with all those randomized things.
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    Amarth 13 years ago
    No. You're not taking a sum of identically distributed probabilities. In fact, for the item generation, you're not even working on any kind of meaningful ordered set.

    I can't think of any example about the central limit theorem in Notrium. Random damage might be a good example but I don't think that happens in Notrium. Another example would be if an item had a "quality" rating, and each factor of the generation could randomly impact it, and the end result were the average of these impacts. Then the quality would be (approximately) normally distributed.
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    Venom31 13 years ago
    The item generation uses stacking mechanism to create item quantities more than one. This may work as a sum, however...
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    Nocture17 13 years ago
    Spawning is implemented.

    This functions in a 1-301 randomised spawn. As soon as it spawns, it "shoots" its weapon, randomly switching its health. The rarest items have a 1/300 chance, the most common has around a 40/300 chance. These starting spawns include things like mushrooms and pebbles as well as actual technology. There's also a 1/300 chance of double-spawning and a 1/300 chance of null-spawning, just to spice things up. It's not currently area restricted (and certain "unique" items such as sand will have their own spawners unique to their area), but it certainly can be.

    In testing this appears to work out pretty well, there's a good mixture of items and they don't spawn on water (there's a minor issue where being on water may cause them to stick to map edges, but this is easily remedied). I'm confident this can be tweaked to account for race and difficulty (easy + race = more tech for android, hard = no consideration for him). I'm a big fan of rogue-likes, so the increase of randomness is actually pretty appealing to me. Most of the serious consumables (ether, bullets and crystal ore) will be, but aren't currently, available from enemies so I'll be adding some manually.

    As for stacking - yes, I believe some items could stack, and others spawn stacked,

    Also: I have no idea what central limit theorem is, but my "it seems to work okay if I do this" hypothesis is working out pretty well. Please feel free to link to a wiki article or the like explaining it if it's relevant to keeping my game design solid.



    There is still one major bug whose source I admit I can't find - it's not a super recent one (it occurred some time after 0.1 was released), but it's one I'm frankly baffled about. The player constantly loses roughly 7 Temperature per second, regardless of location, time, or weather. I've checked against everything calling the temperature bar - nothing that does, or could, cause the issue that I can find, either in scripts or creatures. I can patch this easily enough - a 1/sec script that counteracts the drain on a 1:1 basis, but that's not going to solve the issue of it happening in the first place.
    If someone wants to volunteer to help find this thing, I'd be appreciative, otherwise I'm looking at a serious overhaul of everything trying to isolate it (I'm expecting to have to blank off every script, item and creature one by one until I find the cause).

    Other than this, 0.2 is pretty much done. I have to make the areas (I'll include a spot the player can stand to recharge energy in one of the maps, since an infinite energy source isn't implemented yet, but that's otherwise a 10-20 minute job, most of which is getting the "jungle climate" finished), tone down the spawner (about an hour), and that's it. Just.... got to delete everything one-by-one first (about a year).
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    Forum » Notrium Final Mix - New Version out. 0.31
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