Tuesday, March 17, 2009
Arrows
Did some cleanup last night messing with the combat code. For some reason (read serious brain fart), I had at one point created a whole bunch of short-range weaponry, things like glaives and polearms that are long, I marked these for attack distance of two squares, The problem was it looked funny to attack someone when you had a square of grass between you, and I couldnt contain the attack drawing properly. Icons have two states, ready and post attack. It just didnt quite work right or look right, it really needed some kind of intermediate animation of a weapon crossing the gap between player and enemy,
So the upshot was all shortrange weaponry is now converted to melee range weaponry and the skill itself is also gone.
One last equation is left on basic ranged combat and that is projectile counts. A sling uses stones, which you can buy in a quantity. Bows vis arrows. But I also have ranged weapons like chakram, boomerangs etc, oddball stuff so its not just bows that are ranged.
So, how many boomerangs are enough? A bomerang returns if it doesn’t hit, but does it return if it does hit? hmmmmm… Just for sheer act of fairness I think those kinds of weapons will always ‘return’ hit or no hit.
I need to remove things like ropedart since a ropedart is held at one end by the player, thus would need some separate funky animation to keep a line attached to the player, which is a no go.
I think I need to go over all my item data and stats again.
Filed Under : Computers • Development • Fishguts •
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