Changes between Version 1 and Version 2 of FizzixChanges


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Timestamp:
10/22/11 06:24:07 (8 years ago)
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  • FizzixChanges

    v1 v2  
    44 
    55This was already attempted once but fell a bit flat.  I think I can get it right the second time.  The basic idea is that monster AC would be split into a difficulty to hit and a difficulty to damage.  For example something like a tick would be easy to hit but difficult to damage.  While something like a will o the wisp would be difficult to hit but easy to damage. 
    6  
     6(CC: very keen to see this happen as part of NewCombat.) 
    77 
    88== Allow monsters to climb over rubble == 
     
    1111== Implement flying monsters == 
    1212Sort of a necessity for the previous point.  Monsters that have the flying ability can easily pass over rubble with no trouble. 
     13(CC: this has very interesting possibilities, esp. if combined with others' ideas about new terrains.) 
    1314 
    1415== Split monster awakeness further == 
     
    1819Monsters that are awake but not alert should wander about the level.  Exactly how to do this is not clear.  One option is to pick a random point in the dungeon and have the monster move towards that point.  However, this is probably not a good idea because it may be extremely time consuming to compute these paths.  Another option is to have a structured random walk where you save the last move, and give the monster preference to move in the same direction it just did, and really dislike moving in the opposite direction.  I'm not clear how well this will work. 
    1920 
    20 Pits/nests need to be handled carefully.  These monsters shouldn't break out and start wandering around the level immediately. 
     21Pits/nests need to be handled carefully.  These monsters shouldn't break out and start wandering around the level immediately. (CC: IMO one possibility is to have different types of doors/gates, rather than special-casing the wandering code for monsters in pits/nests.) 
    2122 
    2223Groups are also a bit tricky to deal with.  One possibility is to determine a group leader and have it wander around (handing off the scepter if necessary) and have everyone else follow it. 
    2324 
    2425== Let awake monsters cast certain spells == 
    25 Specifically, phase, teleport, haste.  Heal-self is a bit hard to consider.  At the very least, any monster with reasonable HP and heal-self + teleport of any form is far too annoying.   
     26Specifically, phase, teleport, haste.  Heal-self is a bit hard to consider.  At the very least, any monster with reasonable HP and heal-self + teleport of any form is far too annoying.  (CC: once we do #1279, these problems go away. Also, would you introduce S/NPP's TELE_SELF_TO?) 
    2627 
    2728== Allow monsters to wake up/alert friends == 
     
    3435 
    3536Also, players should be able to hide and ambush monsters.  A well-hidden player is only detectable by monsters with ESP.  Hidden players cannot move but can ambush wandering monsters.  Getting a damage bonus on the first round of combat (maybe a significant damage bonus for rogues)  This would require quite a bit of work, and I'm not convinced that the payoff is worth it. 
     37(CC: it works quite well in S, so I think it might be worth it.) 
    3638 
    3739== Allow the player to hear monsters == 
    3840I've wanted to do this forever, but haven't gotten anywhere near it... 
     41 
     42(CC: this is great list, with the potential to completely change the feel of the AI, and make the game much more interesting/challenging without actually needing to boost any difficulty. Once you've decided on specifics, maybe open some tickets for individual changes?)