Closed Frostlock closed 11 years ago
The monster system NEEDS work, depth, and some variation to reward the player other than just a Troll gang-bang on later levels. I say go for it. I won't touch monster code until you come up with something that makes you happy.
Go for it @Frostlock :)
Edit:
I was thinking yesterday to move the monster and item definitions (names, stats, chances) to a config file as talked about somewhere else. I already know how to do this and was wondering if it is okay to go ahead before your work I have a day and it makes sense to not do more work on your part :)
I will open a new issue with more details on this, including what will change on your part. Will you be happy with this?
@Frostlock I must have been on drugs (caffeine and msg) cos now I see how similar our ideas were.
You called it first though, so you are welcome to take a look at Issue #21, it's working but still needs work. If it was what you had in mind and want to base anything off there, by all means.
If you had another idea that you rather implement, no problem, I am happy to scrap this if need be (you have the helm). I won't make any pull requests from this branch so that you are free to do what you wish :)
You two seem to be working on trying to very similar things. Obviously, it's something that should happen, so the question is to we make one configuration for monsters and one for items, or just a single config for both. The farther that ideas evolve, the better sense this system makes. I've noticed that I've created some MONSTROUS chained comparisons for implementing colorsetting that actually matches as you descend into later levels. I have considered that perrhaps I should have dealt with setting them as variables sooner and not tried to handle everything on the render_all() function. If you want something to be broken into smaller classes, external files, etc. Yesterday is the time to do it. :neckbeard:
I'm still off site but will have a look at wesleys branch asap tomorrow. Indeed looks like we are thinking along the same lines. Can't comment too much now, need to be social at the table here ;-)
Hey wesley tell you what. If your stuff runs, just uploa it. It would be a shame to let that hacking go to waste. I'll just start off from your version!
So, since wesley's conf files are now tested and merged, I assume that it's safe to now close this issue. That was one of the least painful merges ever. Seriously...just "merge" and it worked. Fantastic work there. I checked it through all of the available colorschemes for background, and while "jelly" is sometimes difficult to see, it is visible. Good job. That should open a lot of room for monster creation.
I have been thinking about that killerrabbit a bit last night. This stuff is keeping me awake :wink: exciting to co-develop things! I would like to rework the monster library a bit, but before starting I would like to capture the features we want. This is what I have in mind at the moment:
Features requests -Split of the monster creation logic and data to a different file. -Add a monster characteristic: Unique. This would allow to clean up the killer rabbit implementation a bit, at the moment its all over the place. And more importantly would allow to easily add additional unique monsters. Basically what I want to do is get rid of the killerrabbit specific code and make it more generic.
I'l stay away as much as possible from the character creation logic (we are dealing with that in the other open issue around classes and professions) and just reuse what we have there at the moment.
If it is OK for everyone I would like to give this a shot! I'll be on the road today and tomorrow so I won't be starting yet but this also leaves some time for extra comments and ideas on this topic.