Hi Paul and Adam P, thank you for your feedback and ideas!
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COMBAT, ATTACK
I'm currently testing a small target window (the size of a tile or NPC figure) that pops up automatically right over your enemy as soon as you move your mouse cursor over him, and remains in place as long as you leave your mouse cursor there:
1--h--2 A
3--T--4 B
5--l--6 C
hTl is meant to represent a human silhouette (head, torso, legs) (displaying your enemy's armor as well, and maybe his vitality/wounds). By clicking there you will attack the respective part of your enemy's body.
This silhouette is vertically divided into 2 colums: left side, attack by stabbing, right, attack by slashing (provided your weapon allows both). So clicking on the (2) segment of the diagram would cause you to hit your opponent's head in a slashing movement, or (3) to stab towards his torso. Each of these options will be explained by a small text below your mouse cursor as you move your mouse over this window (e.g., "stab/torso", "slash/head" etc).
These choices can make a major difference, depending on your enemy's armor and weaponry; e.g., someone wearing no helmet ought to be attacked by slash/head; someone wearing helmet and chainmail by stab/torso(not slash) or slash/legs; and so on. Head is more difficult than torso but causes maximimum damage if successful; legs are usually unprotected, making them a good target even though damage there will be less than torso/head, however, attacking legs will diminish your own chance of defending against your opponent's counterattack; and so on - lots of considerations/choices.
Additionally, on the right side of this window, ABC is a scrollbar that lets you chose how much effort to put into the attack, and how much to leave for defense. A would be maximum reckless attack with no regard for defense, C a very cautious attack with maximum defense, B midway. C (cautious attack, good defense) would make sense when you're surrounded by multiple enemies; A (reckless attack) when you're facing one wounded enemy you want to finish with a single strike. This scollbar setting would remain in place until changed (which can be done conveniently since the scrollbar is only a few pixels away from where your cursor is anyway).
(BTW, this new target selector window would make the permanent attack mode selectors (discussed in previous postings) obsolete - you'd retain a preferred attack mode and target range by simply leaving your mouse cursor in the same spot of the target window and clicking repeatedly.)
The great advantage of this new system is that it gives you a lot more choices without adding a single additional mouse click or mouse movement to what you'd be doing anyway. It basically feels like Teudogar (click,click,click - killed!), with no slowdowns or complicated settings, but still gives you full control over how and where to attack, and turns combat from a boring mechanical event into something where you can really influence the outcome by thinking/acting tactically.
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PARRY
right; I agree. In Teudogar, the automatic setting is that you will parry only about 15% of the time (60% shield, 25% dodge) (values depending on your skills and equipment). I think at this ratio, it makes some kind of sense - nothing you do as your main default defense; but since your opponent is likely to attack the side of your body not protected by your shield, his weapon should get quite close to your own; so if you're using a short sword, quickly deflecting his thrust by just turning your wrist a bit should be more natural and easier than moving your left arm and possibly turning your body in order to move your shield into the right position.
Don't know yet what to do about selecting your defensive actions, though; guess I'll leave these automated. Probably makes sense since this is nothing you can plan anyway, but rather something reactive, almost instinctive, to your enemy's movements. Besides, letting you manually chose "I want to defend by shield/dodge/parry" after you've already made all those attack choices discussed above would probably overly complicate the system. Anyone any thoughts on this?
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WEATHER
I've implemented rain. Looks&feels really neat; great for the game's atmosphere. Took me about 2 hours, including all details (such as no rain within houses, gradual start/stop, frequency, sound, different inventory background and so on).
Thanks for requesting this! (If you hadn't, I'd have shied away from the effort, which would have been a pity, since it was really quite easy.)
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GAME WORLD ROUND?
> Is your game world round? (If so, will teleporting to the opposite side of the world advance the time schedule by 12 hours?)
No, it's no round planet, but rather a single large continent surrounded (and limited) by mountains and rivers.
(In case I ever create a 2nd part, I'll let you swim/boat these rivers / climb these mountains, thereby expanding territory even further over what DARGHUL 1 offers, and use sea as a final border.) (Part 3 might then include navigation, and a full navigate-around-the-world type of game world, and then there ought to be time zones. But with my kind of development speed, that probably won't be before 2025.)
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NUMBER OF GRAPHICS TILES
> One further question, currently how many object tiles are you using?
> I am pretty sure you use a "Word" for your numbering allowing 65,536 different tiles, but how many are in use?
Right; I'm currently using DWORDs (32 bits) for objects: The upper word (16 bits) is used to store data (either referring to data tables such as container number x, or text y, or numerical data like number of gold pieces, or flags like poisoned, or new/used/damaged, blessed/cursed, and so on, depending on type of object). The lower word contains a couple of info flag bits (this object is someone's property, other objects lie on top of it, it ought to be displayed on top of everything else, and so on), and, finally, the tile number, thus leaving less than the entire 16 bits for the tile number: Currently, there's room for up to 0xFFF = 4,096 tiles (though I could easily double or quadruple this by removing some of the non-essential info flag bits).
Actually in use are 3,600 object tiles, plus 2,050 ground tiles, plus 110 sets of animated NPCs with on average about 40 tiles each = about 4,000 animated NPC tiles, plus about 300 tiles for icons and cursors. (However 3,600 object tiles don't mean 3,600 different types of objects; some tiles are part of multi-tile structures such as trees or roofs; others are variations of the same object such as shirt/shirt positioned differently/hanging on wall/other wall/destroyed shirt; or animation sequences like fire 1-3 or 1-6; and so on.)
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Please keep posting. Any comments/suggestions regarding the improved combat system outlined above? Anything else you dislike about Teudogar and would like to see done differently in DARGHUL? Any specific features you'd like to see implemented? Thank you for your continued support.