[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Mike's patch to Rob's patch
Hi, everyone.
I've done some work on the code, and I think I'm about ready to share it around. Most of what I've done is in the field AI. I made some pretty major changes, but most of them were on Rob's todo list.
Anyway, let me know how I should make the code available.
- Mike
Here's a list of what I've done and what I think still needs work:
DONE
* rocks don't slow weapons down anymore
* changed rock icons. I found the light-colored rocks confusing- they
looked more solid than the dark rocks. Now the rocks change shape
slightly and passable rocks are broken in pieces. This is a bit of
a hack because all rocks have the same bitmask for collision tests.
If you don't like the rock shapes idea, I could get rid of it.
Maybe the rocks could get a "transparent" look as they fade.
* made animated power points flicker more subtly
* got rid of archon_theme.c (Rob's compiled-in xpms)
* big changes to field AI:
slowed down reaction time at low difficulty using Ronen's algorithm
Creatures always move relative to some target (the enemy or its weapon).
Movement is calculated on two axes: chase/flee and dodge/shoot
All directions are scored based on how they compare with the axes
The highest-scoring unblocked movement is chosen
TODO
* I hacked up computer_field_hit_obstacle a bit. I think it could use
a ground-up rewrite, but it seems to be working at least.
* Sometimes the game crashes with the message:
"iface_frame(): reply is too short."
It seems to be during the computer player's board turn.
Needs looking into.
* Sometimes weapons seem off-center. The computer misses a lot as a result.
examples:
valkyrie spear is off to the left when firing up/down.
Unicorn bolt is off to the left when firing down_left.
* Bring back Ronen's square-based movement as an option.
* Animate all archon-theme sprites. I think only the elementals are
animated now. Some actors, like knight and goblin, need their
firing states fixed so they don't show two weapons at once.
* Adept game. I don't know very much about Adept, so this is a low
priority for me.
WISH LIST
* field rock collisions are annoying. You can get stuck on rocks, and it's
hard to walk by them since they stop you even on a diagonal.
here are some ideas:
rocks push you away from their center instead of stopping you.
If you hit a rock, your direction changes by 45 degrees.
* if rocks have different shapes, they should have different bitmasks.
Draw rocks on top of floor instead of replacing floor?
* if you don't have a movement key down and you hit fire, should you
fire in the direction you're facing? I know this is different
from the original, but I think it would make the game more playable.
* The original game had 2 kinds of obstacles. I assumed the second kind
were trees or hedges. I think their cycle was twice as fast as the
rocks. Should we add them?
* support different-size icons. Cloud weapons should be single large
sprites, not tiles.
* hand weapons- overlap with monster sprites a little so it looks like
they're actually holding them?