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Posts posted by Cernu
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Although I add a simpler use for it: according to a rigale skill, like scavenging, check if a break leftover would actually spawn or not. I like skills ?
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It would be amafreakingcrediblynicezing (well, for me) if "break" and "craft" listeners returned not only the trigerer and the triggered, but also an array of items used to craft, and an array of items spawned from "break" I would LOVE to apply some scavenging rigale skill to randomize all this a bit ?
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Is it possible to add new sprites images to the game (icon like window/UI images) ?
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Updated to 28 oct 2020
Most of the described system has been implemented, except the armor stuff. And I added the first ennemies. There are a few weapons scattered in the settlement. I am looking for feedback : does the game stutter after some sleep ?
Moreover, I added a new "area" with the new ennemies. "goblins". There is a respawning boss hidden somewhere ?
Next update will probably be about wounds, although I now have mostly everything to expand the world, and I really would like to do this, although I might postpone, waiting for the next update features that look promising.
low stamina, and damaged weapons, will decrease damages a lot. Try to go fighting with proper weapons and in good shape ?
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2 hours ago, Shadow72 said:Hmm, I just saw that. It's still kinda confusing why they wouldn't have the random number include the max.
yes definitely, although this is quite a common occurence in coding. Furthermore, the random 0-1 tile doesn't have this limitation.
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The wiki describes this.
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very slick and inspiring ?
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Or at least, when I click on a variable, to color all its iterations in green for example (just like wrong variables are colored in red)
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When I select a variable, and want to change it, it would be AMAZING if the text prompt was directly in the text window, instead of having to clic on the variable, and then again into the variable text to change it. Seems like a tiny QoL change, but it gets me every times ?
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My plans for combat, because it will probably be my next big update:
my goal is to tie combat result to weapon/avoidance skills. I plan to mainly use hit chance/critical chance/dodge chance/parry chance/critical failure variables.
so when the player attacks, if he hits (damage listener), a weapon skill check is made (as per rigale check, you know, with varied outcomes) In this case, a critical failure would impair the player (damage/break weapon, weapon fall on ground, player is hurt, armor is damaged, player falls on groung...) In case of failure or near success, ennemy chance to parry or dodge would be vastly increased. And the better the player success, the lower the ennemy chance to dodge or parry, and the greater chance to inflict a critical on the enemy (a legendary success would almost certainly inflict a critical success on the enemy).
As for defense, an armed enemy would first check for parry that would, if successfull, increase parry chance. Parry would vastly reduce damage received, to the point of nullifying them, but to the detriment of weapon deterioration. Dodge would be harder, depend on armor, but a successful dodge would nullify damages at no costs (see rabbits in the current version).
Stamina would reduce damages inflicted by a percentage, and lower to hit / defense checks.
That is the basic system I would like to implement.
I see 2 main improvements for later updates:
Ylands skills, to try to perform some maneuvers ("aim high" " sunder armor" "quick strike"......), like if your activate the skill, you will do this kind of attacks/maneuvers
a detailed wound / localisation system (a severe wound to the players leg would vastly reduce its speed, a wound to the arm would reduce skill checks ), with severe/benigne wounds, infections for not treating wounds, and so on...
I haven't dwelved very deep into what the editor can do regarding these "wishes" (especialy player falling on the ground, dropping weapons, reducing enemy speed...), but it is so powerfull already...
A wound system could be pretty cool, and maybe not that hard to code (you know, with a dedicated wound sheet, to see what body parts are wounded or not, infections, what body parts you would bandage or not, surgery required, all this sort of fun ?...)
Until then, cheers Ylanders ?
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Thanks a lot, so many surprises already ? ??
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I feel stupid, because I tried so many stuff. Thanks a lot, it works like a charm...
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Updated to 25 october 2020. See changelog.
Cheers ?
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I want to create randomized NPC . However, when I want them to equip some item through script, like a hat, or boots, they just hold the items in their hands...
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Updated today. I haven't started to work on combat or ennemies, but I am pretty satisfied with exhaustion and stamina. Stamina is a short term feature, that decrease when you do stuff (sprinting, defending, jumping, attacking....) Its only effect now is to reduce speed at some point, and increase exhaustion.
Exhaustion is a long term feature, that decreases over time, and when you do stuff (more with strength related skills for example, or if your stamina gets to low.) Exhaustion have a real impact on skills checks, and also lowers XP gained. You can recover stamina when sleeping.
I also added resin, birds nest (zoology based check) feather and eggs (eggs have no recipe yet)
I postpone the combat update, it will be a big one. First I want to give more life to the settlement, and add the wanderes NPC ( tell them stories, pick pocket them...) and global XP gain from failure system...
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returns item in slot or null. Could be iterated to see if a certain item/whatever is in hotbar.
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It is very boring to open the functions choice windows every time I drag and drop one. Could it stay open, or maybe I could resize it. Or at least, leave the slider to where it was when it closes ....
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Would it be possible to comment functions, so that I can remember how to use them, when I access them from another script ? Because I code by themes, and I tend to forget how my systems work when going back to an old theme ?
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Would it be possible to have a list of functions that are used in different scripts ?
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Like I can iterate through functions while pressing F, could the same be feasible iterating through variables in a script ?
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Would it be possible ?
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amazing. Hopefully I will be able to retrofit my creation, because it is getting messy. I freaking love Ylands ?
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Updated to 21 oct. Some new stuff, mostly generic Yland crafting skill based, Mining and prospecting, and new settler and basic fetch quests. I must admit I didn't check the crafting system thoroughly, it might be buggy. However, the world is slowly expanding ? Next work will probably be on stamina, exhaustion, combat, refining crafting system and first ennemies, wolves.
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Rigale, a highly interactive randomized world
in Community News
Posted
I am looking for ideas or comments. Right now, every object the player can interact with are visible. However, It is very easy to spawn items or creatures using randomly spawned triggers. So now, the player could walk in the forest, and make a check, and if successful, discover stuff (make them visible ) My question / "concern" is should I create a skill for this (like "notice detail" skill, fo example, or use existing skills, but used mostly with perception ? Like if the player enters a trigger that could spawn a flint, he would need to succeed at a "prospection/PERCEPTION" check. Or if he enters a wounded rabbit trigger, make a "hunting/PERCEPTION check ? I will add them to the next update anyways, because I think it is so cool, but it will have some "delays" (I expect it by the end of next week).
However, it will be a big update, with complete dungeon (complete with respawning bosses and critters and loot, respawning chests, hopefully traps, and maybe a secret areas or two), big combat tweaks (damage types effects (like bleeding for slashing weapons, increased critical chance for piercing weapons, and possibly knockback or knockdown for crushing weapons), chosing a job and get some gold at spawning for some easier start, and more...