Author Topic: Positive Moddening  (Read 2879 times)

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Chaosvolt

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Re: Positive Moddening
« Reply #30 on: July 28, 2016, 06:55:33 pm »
Which one? Because Überswole is the guy with Hans Grosse's body, and his problem is more that the gatling guns are too big to show said hands. Or maybe they're like arm cannons, I forget. :V

From left to right it's normal guard, rifle guard, swole guard, and Überswole.

Chaosvolt

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Re: Positive Moddening
« Reply #31 on: July 29, 2016, 05:55:40 pm »
[Doubleposting Intensifies]

Meanwhile, got the rifle guard sprited up finally. Also fixed some inconsistencies in the sprites I was using. I basically stole them from Reelism because they include rotations for the attack sprites. I ALREADY had to throw out the included pain sprites because the rotations for them were poorly done, used the vanilla-style ones from Wolfenstein 3D TC. So then I had to deal with the fact that whoever was spriting for Reelism colored the guard and officer's pistols blue in the rotations, but left them grey in the existing attack sprites. And also was very inconsistent about whether to have the firing sprites retain blue eyes (Wolf3D-style) or have them flash red (Doom 2 style).

Now I've been working on the HUD. Instead of a straight copy of the Wolfenstein 3D status bar, and instead of retaining the Doom-style status bar, I mocked up a Wolfenstein 3D-style status bar with Doom-style info listed. The changes are the use of a Wolf3D-style weapon icon and an "alert" indicator in place of Doom's ammo numbers on the far right.

I want to try and figure out a script so the alert indicator changes from a white question mark to a red exclamation mark, anytime an enemy on the map is in its see state.

Six

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Re: Positive Moddening
« Reply #32 on: July 29, 2016, 08:14:35 pm »
Be cruel and make it only when 2 or 3 guards are alerted, allowing a lone guard to get the drop on you.
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Chaosvolt

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Re: Positive Moddening
« Reply #33 on: July 29, 2016, 08:30:34 pm »
Oh that is indeed sadistic. Or I could add in Strife-style alarms that'll also trigger the "you fucked up" indicator. Though that would make lone guards bad to leave sneaky-breeki.

Also, already got it so that they make footstep noises when moving. Though if I figure out patrol points, that won't be a dead giveaway of having alerted enemies.

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Re: Positive Moddening
« Reply #34 on: July 29, 2016, 09:54:10 pm »
Not enough games allow enemies to perform stealth on you, it's always you being a sneaky snake while they assume the grass just shot their friends. Not being alerted to enemies being aware of you by an indicator or battle music allows them to stealthily take you out if you're low on health, makes those "Oh God I need to find a medkit" moments so much more tense.
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Chaosvolt

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Re: Positive Moddening
« Reply #35 on: July 29, 2016, 10:34:22 pm »
That would be evil. D:

Granted, I already don't yet know how to trigger this alert effect, so I might reserve it for if an alarm is set off, and add some way to make officers path to an alarm panel if alerted by sound rather than sight.

Chaosvolt

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Re: Positive Moddening
« Reply #36 on: August 23, 2016, 04:20:33 pm »
So, time to doublepost because no one ever uses this thread.

Regarding Kobold Kamp, I'm thinking about making it so only certain stones are sharp enough to be used in weaponry. This would avoid the extremely haphazard way the game enables certain stones for building. It would also increase the difficulty by making usable sharp stone less available.

There is a catch though. I've been populating a list of logical stones to use based off of attempts to find historical use in knapping, as well as properties that MIGHT make an ahistorical stone suitable (like ilmenite). But so far, chert is the only sedimentary stone on that list, none of the igneous intrusive stones would make sense for that, and all the other logical choices are igneous extrusive or metamorphic.

saltmummy626

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Re: Positive Moddening
« Reply #37 on: August 23, 2016, 05:07:04 pm »
I know you're looking for generic stones, but why not turn your eyes towards gemstones? Some of them are acceptable for the task. Opal was once used to make blades and arrowheads, and the Chinese once used jade in the same way.
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Chaosvolt

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Re: Positive Moddening
« Reply #38 on: August 23, 2016, 05:11:13 pm »
The problem with that is the need to either add a reaction to turn them into boulders, or a reaction to accept gems as input.

Maybe if I added a category for gem weapons/ammo...

saltmummy626

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Re: Positive Moddening
« Reply #39 on: August 23, 2016, 09:19:13 pm »
The problem with that is the need to either add a reaction to turn them into boulders, or a reaction to accept gems as input.

Maybe if I added a category for gem weapons/ammo...
Take a look at Dark Ages II. It has reactions in it that allow dwarves to make weapons and armor using large gems. They aren't very effective, as I've seen myself, but they are cool.
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

Chaosvolt

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Re: Positive Moddening
« Reply #40 on: August 23, 2016, 09:24:47 pm »
It isn't that complex. I'm having it use rough gems actually, additionally with an added reaction class to only use certain types. Just a bit more work, but the HARD part was all the poking around to find info on use of stone.

The other issue is glass "gems" won't count as having the usable reaction class. :V

saltmummy626

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Re: Positive Moddening
« Reply #41 on: August 23, 2016, 09:47:04 pm »
ah ok. I see then.
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

ApatheticExcuse

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Re: Positive Moddening
« Reply #42 on: August 23, 2016, 09:57:14 pm »
Aren't bolds already pretty much glass-free because it's a furnace reaction? Better/more variety in weapons > another use for glass I don't have anyway.
Gone. Cheers guys.

Chaosvolt

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Re: Positive Moddening
« Reply #43 on: August 23, 2016, 10:00:10 pm »
True. I'm almost still on the fence regarding whether to outright make ahistorical stones unusable for weapons, versus just making historical ones the better option.

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Re: Positive Moddening
« Reply #44 on: August 23, 2016, 10:14:56 pm »
Well, if we take a stone age axe to be a blunt tool more than an actual axe, such as one of these:

https://www.google.ca/search?q=stone+age+axe&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjSpJSh_NjOAhXEJh4KHVA_CkUQ_AUICCgB&biw=1366&bih=631#imgrc=iptT7Hvv1W129M%3A

Then it would seem that it doesn't matter what type of stone it is so much as if it's the right size or not.

That said, being able to use just any rock makes it a bit easy. Also, even if that stone axe is more of a club, you'd probably be better off using fire hardened arrows over ones with heads similar to that.

I think if I were doing it, I'd make it so some weapons can be made from anything (axes, clubs, etc.) and some can only be made from knappable stone. I'd add hardened wood equivalents for things that can't be made from any stone (spears and arrows) so that there is an early game option there. Knappable stone is better than plain/hardened wood, and gems would be better than knappable stone.
Gone. Cheers guys.

 

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