[ian-reeds-games] Bangs, crashes and rolls

  • From: Craig Brett <craigbrett17@xxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 30 Dec 2012 21:27:06 +0000

Hi all!

My own slightly lengthy response, mostly due to the same reasons as Ian's really. Family things and work.

Regarding random sounds, I remember it was suggested before. But regarding having sounds for hits, misses and critical and such, maybe the sound naming scheme should be something more like:
* unit_skill_success
* unit_skill_fail
* unit_skill_critical
I know that's something we won't have to worry about until dice like randomness is in. But it seems like an open-ended enough way of doing things. Having the dice roll in so attacks can 'fail' i.e miss will be good, as at the minute I'm pretty much having to make tie-fighters weak as opposed to just inaccurate. It'd be good if we can have skills that could 'mod' those rolls too, i.e to make it so that little maneuverable things can dodge big clumsy weapons, but big things that can handle it do get hit by said clumsy weapons.

I like fog of war and the whole line-of-sight thing. It certainly adds a new dynamic to my escape type missions. Now, at least, as long as your critical unit stays out of sight of the enemy, things go smoothly, if you count smoothly as everything else getting blown to atoms. With the whole line of sight feature, I've got an idea for a unit-based AI flag. I've had to leave using sight range off on one of my maps, the one where the stormtroopers storm the Tantive 4. I want the troops ideally to move in a hunting like style, i.e where they'll explore the unexplored terrain in the ship and attack anything encountered, without immediately knowing where all enemies are. But I wouldn't want this for every scenario. Using the whole fog of war thing, I'm going to make a sneaking style map where you sneak Obi-wan Canobi past various enemies, staying out of their shorter line of sight. You wouldn't want to fight openly, since I'm planning on having too many enemies to just defeat off the cuff. I'd want these enemies to sort of remain at their posts, as it were. So maybe either an ai_hunt or an ai_guard flag for ai-controlled things to show how they behave. Could also come in handy for ai-controlled friendlies such as drones, etc, so hunting ones explore unexplored and then unseen terrain and attack anything encountered. Maybe ai_guard would be unnecessary if it's what the default behaviour is and just have ai_hunt on things you want to go looking around. I'm quite the fan of setting flags on units in a map, so that's probably how I'd use it, on a unit by unit basis. Just an idea.

Another idea, for something I wanted to use as a force power, is being able to mod sight_range. Maybe as an effect flag, that would be good.

I'm planning on making a few tweaks then I might share where I'm up to, Tuesday possibly, since tomorrow is work and then New Year's Eve!

Ian, something you might want to consider, in .NET applications, you can do things to work on the localisation of the application. So it'd be possible, maybe, to release a version tailored for non-ASCII languages? And maybe put the translations in there, somehow. I'm not sure on the specifics and I've never had to use it myself, but I remember being told about it and keep seeing the stuff to do with language, culture and globalization around the namespaces. I'm very vague on it though, so I won't be much help there.

Hope you're all well and for those who celebrated it, had a great Christmas.

Craig

P.S. For anyone who's interested, digest is pretty cool. It sends you an e-mail of all the mails sent out in a day. I worry it's missed a few, so I'll have to see if I can find the archives and check. It also includes any text from a message that was replied to, which is a bit of bleh.

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