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Faangband ent priest6/14/2023 * Dungeon and Dragons-esque combat systems. (I believe her name was "little girl" all in undercaps? (googled it: it's "tiny girl")) There should be dozens of those kinds of NPCs in my memory banks from these games, but there aren't. The only NPC I can really recall is the little girl with the missing dog from ADOM. Your player character is a class, an archetype, not a person. * An extreme focus on de-emphasizing characterization and human interaction. Gardening, house-nesting, social parameters, tribe-building. * Putting no strong emphasis on expanding play systems. "Escape from Jurassic Park" already has your imagination soaring like crazy with possibilities.) (Let's go over a ton of themes that can and should be used: Aliens, Horror, Kaiju, Dinosaurs, Wuxia/Xianxia, Killer Robots From Hell, Isekai, etc etc. Nothing says "keep the normies out" quite like permadeath. Some holy cows that really make the scene stagnate: ![]() Some people want their games to be a very specific way, and get reactionary if someone tries to change anything. Oof, that's exactly the kind of insular attitude of the community I'm talking about. ![]() Two weeks ago I called Void Terrarium a 'roguelike' and almost immediately someone jumped down my throat to inform me it was actually a 'mystery dungeon' (a term I have never heard before in my life) This is now easy to implement - give any grid on the boundary the CAVE_MELIAN flag, and make relevant monsters unable to pass through it.I really can't keep on the terms. The forest realm of Doriath was protected by "an unseen wall of shadow and bewilderment: the Girdle of Melian, that none thereafter could pass against her will". Now all that is sufficient to solve my generation problems, but it actually raises more possibilities. The river will consist of water terrain, but all its grids will also know that they are part of that river, so when new terrain is generated adjacent, it can look around and say "OK, I need to be part of the river too". So any grid, as well as terrain (and monsters, objects and traps sitting on it), is going to have information about the context in which it exists. ![]() In a way it already exists in cave_info, but it's going to be enlarged beyond recognition. The answer is to add a fifth layer - what might be called environmental information. But what if the generation creates a river which needs to flow into an area which hasn't been generated? Now for Beleriand, I'm planning to have a continuous wilderness, which is generated as needed. There is also some other information, stored in the cave_info array/arrays this includes whether the player has seen the grid and whether it is illuminated. In fact, I have also made runes and spider webs part of this layer.īut that's not all, because I lied about grids being defined by terrain, objects and monsters. In this system, traps are no longer terrain, but separate things which can exist in certain types of terrain, and interact with the player and/or monsters. Now some variants (Sangband is the first one I was aware of) have made traps into a distinct layer I have stolen this for FAangband (and Beleriand). So the state of a particular grid location in the dungeon is defined by the terrain, the objects located there (if any) and the monster located there (if any). Monsters (and the player can move around the dungeon, depending on the terrain. Objects can lie on appropriate terrain (only floors in Vanilla Angband), and can be picked up and carried by the player or monsters. Terrain is the stuff the dungeon is actually made of (granite, doors, floor, traps.). ![]() Traditionally, the Angband dungeon has been regarded as having three layers - terrain, objects and monsters.
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