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On 21.11.2024 14:05, fir wrote:in fact i coded roguelikes maybe more (maybe up to 6- months day bay day in sum... its not so little.. as yoiu then got some experience with that>Yeah, I suspected so; that's why I initially wrote about my suggestion
well im somewhat experienced in writing roguelike (never make some
finished but i wrote them i dont know in sum maybe about 3-4 months day
bay dey
that "this might mess up your plans".
design is especially important as to program like rogualike..becouse the game is not "fluid" but lives on tiles and also time interactions need to be designed its maybe not primarely important if it is simpler scenario or more complex but the very important is the design to be "inherently coherent">I was tempted to suggest, for the implementation details, to (also or
previously i used thsi simpler approach and the conclusion from
experiecne was i need something that stores the action..
>
bothering bots i dont see as a problem but it is just needed to eb able
to bother them - not for being unable for bother them... i just need a
lot of cases when i could combine warious states for good efects
better) try a post in rec.games.roguelike.development but that group
appears to be dead.
>I would have seen a spell-cast (as opposed to learning a spell) as a
spells in turn if casted just live on their own loop so they not block
a caster if are casted
single-turn action, but that is of course a design decision.
Janis
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