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Enemies
Sept 13, 2015 12:36:06 GMT -5
Post by Kazan on Sept 13, 2015 12:36:06 GMT -5
That would be classified as an event rather than a generic enemy encounter. You can try to run from combat, but you can't simply choose to decline combat. That defeats the purpose of random enemy encounters. What kind of game let's you completely back out of combat simply because you don't want to fight? You should never be allowed to just avoid combat because, say, you're low on health and have no healing items.
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Enemies
Sept 14, 2015 2:44:34 GMT -5
Post by goran on Sept 14, 2015 2:44:34 GMT -5
Oh you wouldn't be able to back out of all combat situations, just some.
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Enemies
Sept 14, 2015 9:32:13 GMT -5
Post by kallekat on Sept 14, 2015 9:32:13 GMT -5
However, these are simple encounters, as soon as they trigger, you're in combat, whereas I prefer a system where in many cases you can choose to engage in combat or avoid it at the wont of the player. Choosing when to fight is always nice from the players perspective, but I have a few problems with this (other than the fact that you can just run away). - Firstly, from a lore perspective you can't choose when you want to be assaulted by a horde of angry animals. Sometimes thing should just happen against your favor, just like in any other situation - you can't and shouldn't (in my eyes) be able to control everything. - Secondly, it's a pretty boring game overall if you can just control everything. Winning becomes way too easy. - Lastly, encounters don't automatically mean fighting a mob straight up. Think noone's game - there was both the witch encounter, the wolf encounter, and the insect encounter, just to name a few which didn't have to involve fighting.
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Enemies
Sept 15, 2015 4:30:10 GMT -5
Post by goran on Sept 15, 2015 4:30:10 GMT -5
Well it would less being able to run away from a fight, and more 'you hear a sound to your left, do you want to investigate?' Of course, to make things more interesting, you could use the same starter text for any of several events (start a quest, gain a reward, etc), only one of which would be a fight.
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Enemies
Sept 15, 2015 8:00:31 GMT -5
Post by kallekat on Sept 15, 2015 8:00:31 GMT -5
I really like the concept of what you just descriped. Maybe that you could be part of the regular encounters? An encounter that can spawn a range of other encounters/events?
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Enemies
Sept 15, 2015 13:04:18 GMT -5
Post by Kazan on Sept 15, 2015 13:04:18 GMT -5
All of this falls under game events. These are not regular enemy encounters. These are special events that could lead to combat, among other things.
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Enemies
Sept 15, 2015 14:55:06 GMT -5
Post by goran on Sept 15, 2015 14:55:06 GMT -5
Which is my point, I just want to know how you create a combat event inside an encounter.
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Enemies
Sept 15, 2015 15:32:05 GMT -5
Post by Kazan on Sept 15, 2015 15:32:05 GMT -5
I think what would be best for now is to just forget about the syntax. Just describe what you're trying to do in words because I think we're scrapping the syntax thing. It's more trouble than it's worth.
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Enemies
Sept 15, 2015 16:33:57 GMT -5
Post by goran on Sept 15, 2015 16:33:57 GMT -5
Does that mean I can also leave the startText and endText entries blank if I intend to call the enemy in an actual event?
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Enemies
Sept 15, 2015 16:43:04 GMT -5
Post by Kazan on Sept 15, 2015 16:43:04 GMT -5
oh no, those still need to be there. i was talking about the syntax used for items/submissions/etc. The example i gave is solely the data/parameters associated with an enemy. It has nothing to do with how the enemy is encountered/spawned/etc.
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Enemies
Oct 10, 2015 19:15:36 GMT -5
Post by ano on Oct 10, 2015 19:15:36 GMT -5
Which is my point, I just want to know how you create a combat event inside an encounter. The way I would like it to happen, every random encounter would have a possible event associated with the start of the combat. Each one allowing for players to do different things depending on what kind of creature it is. Maybe you have a bow, and you could attempt a shot of opportunity. Maybe it is a stalking creature, and you could try to outsmart it, etc. The thing is that if we were to require that out of every enemy, we would probably not have nearly as many enemies as we could. If you have ideas, please, be my guest and write as complex an encounter as you want. We just don't want to require that amount of work out of everyone, so we have the capacity of simply deploying a random enemy encounter depending on the tile you step on. Do not think of this as a limitation. Think of this as just one more thing you can do within the boundaries of our game. P.S.: About the syntax. Please heed what Kazan said about it. You do not need to write submissions in the exact syntax anymore. I understand it put a large barrier of entry to making submissions, and that is why we are going away with it. Cryptic is currently working on an editor that will enable people to make events without having to know how the pseudo-code works behind the scenes. As of now, you can write enemies and events as you wish, and just use the syntax as a guide to know what is and what is not possible within the game.
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Enemies
Oct 11, 2015 4:23:07 GMT -5
Post by goran on Oct 11, 2015 4:23:07 GMT -5
Okay, here goes with my first attempts: Now with the satyr, I sort of want there to be an option to slaughter a pig or not, thus you may or may not get a Pork Cut. I hope the syntax is all correct.
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Enemies
Oct 13, 2015 15:00:39 GMT -5
Post by goran on Oct 13, 2015 15:00:39 GMT -5
Also, I would like to ask how you made the slime increase your capacity as a form of attack.
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Enemies
Oct 13, 2015 15:25:01 GMT -5
Post by Kazan on Oct 13, 2015 15:25:01 GMT -5
Also, I would like to ask how you made the slime increase your capacity as a form of attack. That is a skill I added later on. Skills are still sort of in the works, but you can just describe what you're going for and I can figure it out. The option to slaughter a pig pertains more to an event because combat and everything currently in it is simply a standalone component of the game. If anything, combat can be made a part of an event so the option to slaughter a pig can be shown after combat is over.
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Enemies
Oct 14, 2015 4:34:46 GMT -5
Post by goran on Oct 14, 2015 4:34:46 GMT -5
Okay, enough (for now) of scripted encounters, so here's a few random ones, firstly random encounter version of some of my scripted creatures: And now a new one:
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