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Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)
Hello,
As telling everyone in every subthread what I have planned would be too
time-consuming (I'd rather code ;-) ), I'll tell what I have planned for the
major issues -- of course thi is open to discussion.
Shotgun -- I finally decided for a variation of David's approach.
Assault Shotgun will be no more, standard shotgun will have a magazine of 4.
One pressing of 'r' will pump one shell into the magazine, the second one
(if in a row with the previous) will reload all shells (longer reload time
equal to the missing shells in the magazine). Double shotgun will stay as it
is.
Dodge -- the "slow bullet" approach would need severe modifications to
the engine. And DoomRL is a roguelike after all, so it doesn't have to be
exactly as Doom. But the dodge argument is valid, and again Daviid (IMVHO)
had the best proposition on that. Here's my version of his idea.
Firing and hitting will stay the same, UNLESS the player's (and only
player's) last action was a move. If so, there is a chance that the attacker
will fire at the last spot the player was at. This will only happen if the
adversary uses a non-instant missle (rocket, plasma, ball). The chance of
firing in the last cell is modified by the Traits Hellrunner and Dodge
(new), (maybe) by the direction of the last move), (maybe) by the distance
from the attacker. The problem here is, that the adversary will never fire
if the player just get's out of the LOS, but that would be only visually
interesting, so maybe we'll be able to live with that. Also it is modified
based on the shooters weapon.
Head Slot -- will be in, but only when I change the LOS and Dungen code
(then it will have sense).
New Weapons -- No grenades (they somehow don't go with the Doom-feel
IMHO). The only possibilities I'm left with are Lighting Gun (but it
probably would need to use dedicated ammo, right?), Railgun (Cells), BFG10k
(as a secret weapon), and (maybe,maybe) an assault rifle as a step between
Pistol and Chaingun.
Chaingun (Realism/Single-fire) -- Oh come on! The Chaingun *is* a
gatling gun, we see that clearly in the game. Unrealistic? Hell, if I were
supposed to make DoomRL weapons realistic, then you would be able to carry
just two-three weapons, and only a handfull of ammo to them. This is a
cinematic game, and anything other would make the game challenging, but also
boring and unDoomish. So, no single-fire chainguns, and damage of chaingun
versus pistol will stay the same.
Library change -- I'm fully determinated to port DoomRL to GenRogue's
Valkyrie library. If that is done it will solve a lot of issues. Linux
version will be possible, CMovies and screenshots will be possible, a
ini-file will be very easy to implement, and several other issues will be
solved. I will start writing a API facade unit between Valkyrie 1 and
Valkyrie 2 ASAP.
regards,
Kornel Kisielewicz
Hello,
As telling everyone in every subthread what I have planned would be too
time-consuming (I'd rather code ;-) ), I'll tell what I have planned for the
major issues -- of course thi is open to discussion.
Shotgun -- I finally decided for a variation of David's approach.
Assault Shotgun will be no more, standard shotgun will have a magazine of 4.
One pressing of 'r' will pump one shell into the magazine, the second one
(if in a row with the previous) will reload all shells (longer reload time
equal to the missing shells in the magazine). Double shotgun will stay as it
is.
Dodge -- the "slow bullet" approach would need severe modifications to
the engine. And DoomRL is a roguelike after all, so it doesn't have to be
exactly as Doom. But the dodge argument is valid, and again Daviid (IMVHO)
had the best proposition on that. Here's my version of his idea.
Firing and hitting will stay the same, UNLESS the player's (and only
player's) last action was a move. If so, there is a chance that the attacker
will fire at the last spot the player was at. This will only happen if the
adversary uses a non-instant missle (rocket, plasma, ball). The chance of
firing in the last cell is modified by the Traits Hellrunner and Dodge
(new), (maybe) by the direction of the last move), (maybe) by the distance
from the attacker. The problem here is, that the adversary will never fire
if the player just get's out of the LOS, but that would be only visually
interesting, so maybe we'll be able to live with that. Also it is modified
based on the shooters weapon.
Head Slot -- will be in, but only when I change the LOS and Dungen code
(then it will have sense).
New Weapons -- No grenades (they somehow don't go with the Doom-feel
IMHO). The only possibilities I'm left with are Lighting Gun (but it
probably would need to use dedicated ammo, right?), Railgun (Cells), BFG10k
(as a secret weapon), and (maybe,maybe) an assault rifle as a step between
Pistol and Chaingun.
Chaingun (Realism/Single-fire) -- Oh come on! The Chaingun *is* a
gatling gun, we see that clearly in the game. Unrealistic? Hell, if I were
supposed to make DoomRL weapons realistic, then you would be able to carry
just two-three weapons, and only a handfull of ammo to them. This is a
cinematic game, and anything other would make the game challenging, but also
boring and unDoomish. So, no single-fire chainguns, and damage of chaingun
versus pistol will stay the same.
Library change -- I'm fully determinated to port DoomRL to GenRogue's
Valkyrie library. If that is done it will solve a lot of issues. Linux
version will be possible, CMovies and screenshots will be possible, a
ini-file will be very easy to implement, and several other issues will be
solved. I will start writing a API facade unit between Valkyrie 1 and
Valkyrie 2 ASAP.
regards,
Kornel Kisielewicz