Open TheSnacker opened 9 years ago
Okay, looks like there are no other comments, so I guess it is time to move on to proposing changes:
I think it's worth linking to this from Reddit to get more input.
I'd be wary of getting in the way of any planned development from Waveney, but it's looking more and more like we're on our own.
My own 2 cents:
Zombie dragons!
So, This Sucks sucks... yeah that could do with some improvement.
These ideas seem reasonable so far.
@waveney any input? Would you care to post what you have planned out, perhaps as a separate thread?
Hi everyone. Is there a consensus on how to move forward with wyverns? I've got a LOT of free time for the next month and some newly acquired JavaScript skills, so I'd like to see if I can help get wyverns released in that time (and maybe lay some groundwork for future development). I'm a bit nervous about making any gameplay-affecting decisions, though.
Just looking at the scaling for dragon opponents, I see that the difference in power between opponents of id n and n-1 is roughly Fib(n) orders of magnitude, which is kinda nuts, and it's only gonna get worse after wyverns... but then I suppose this game has always involved some crazy power curves.
I'm not sure I like the implications of that for a combat system like this, though. It means that we'll need ever-increasingly numerous or powerful boosts for our dragons to keep up, since base dragon power's order of magnitude scales linearly. Then you end up with a fairly binary system where the opponent utterly crushes you until you get that last boost or two that lets you utterly crush them (or if you manage to balance right, makes it a fair fight).
I feel like a revamped power curve, along with a rework of the cost-scaling of attack/def boosts, and a use for dead dragons(and/or ways to revive them) might make things more interesting, overall, but I'm not sure what that power curve would actually look like.
Hey. I have most of it planned out (until Wyverns at least) and most of what I've planned out coded, but I've stalled over the last month or two since I've been intensively learning Powershell for my Real Job and I feel guilty doing any development of SCB while I have that on my plate. I'll see if I can finish up a few things and post an update tonight or tomorrow.
I'm not sure I like the implications of that for a combat system like this, though. It means that we'll need ever-increasingly numerous or powerful boosts for our dragons to keep up, since base dragon power's order of magnitude scales linearly. Then you end up with a fairly binary system where the opponent utterly crushes you until you get that last boost or two that lets you utterly crush them (or if you manage to balance right, makes it a fair fight).
This is the main problem with combat right now, yes, and I've done quite a bit of planning with that in mind. Thing is, there are quite a few different elements as things stand, that in an optimal combat system you'd need to consider/balance (attack, defense, hide times and whether to attack or hide, whether to use Breath, one-time potions/boosts, chance of finding loot, etc), and ideally there would be a few different strategies for doing so, just like in an actual RPG. So I don't think combat itself necessarily needs to be fundamentally altered, just made more interesting and complex. Breath and Magic should help things greatly.
Losing dragons will become less painful, and eventually maybe something that you want ^__^
If you want to help out though, you're more than welcome. There are lots of open issues, probably the best way to get the hang of GitHub and the code if you don't have much experience with that. And I definitely don't want to commandeer the overall development--if you're interested I can definitely put the plans I have so far into a Google doc or something. Since there's no way to PM here that I'm aware of, shoot a message to http://www.reddit.com/user/LuminousLeopards/
Never feel guilty for not working on Sandcastle Builder. Anything is generosity that I'm thankful for.
I was hoping that Waveney would start this, but I might as well.
I started looking at Wyverns, and they definitely have problems at the moment. I'm just going to list what I have found so far. Feel free to add to this list, or give suggestions on what we should do to fix some of these.
I know there was more things that struck me as off. I will update this as I think of them.