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Krice

Arcane
Developer
Joined
May 29, 2010
Messages
1,065
When I know what to do next I usually stop working... it's a weird kind of procrastination problem. But if I have some kind of difficult problem I like that situation more. This is one reason why it's taking so long, it's not just that this is a roguelike. I think roguelike is just an excuse to create problems which are difficult to solve. I don't know if this makes sense.
 

Krice

Arcane
Developer
Joined
May 29, 2010
Messages
1,065
Attacking works again, it was broken for a while. Now it is a single function that works for everyone (in old school C style), and it's combining both data-driven and virtual function design, since sometimes the attacker is the player, or the player is the target etc. There are of course couple of minor things to figure out such as the amount of damage everyone is doing, including weapon damage. Then also I think messages would be easier to read if the current turn's messages were different color than older messages, and maybe there should be more lines of messages on the screen, then again it requires possibly difficult refactoring of the gui when the screen size increases.
 

Krice

Arcane
Developer
Joined
May 29, 2010
Messages
1,065
The rpg system is becoming quite interesting and this was kind of an accident more than anything else. Wearing a disguise is going to have much bigger role, because the protection is different in each one. You can choose to be in disguise or get the max protection from different parts of armours. It feels nice to be fine tuning the system, because pretty much everything else is ready. The shopkeeper AI is still bit iffy, I hope it's not too difficult to fix.
 

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