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Home Page: http://www.moddb.com/mods/the-veins-of-the-earth
An Underdark-themed roguelike for T-Engine
Home Page: http://www.moddb.com/mods/the-veins-of-the-earth
@Sebsebeleb: As the topic says. Something I've long thought about, but my UI coding sucks...
@Sebsebeleb: Armors should limit the AC bonus. I think it could be done via math_floor (dex_bonus, 0) or something, but I'm not sure and I can't code here.
@Sebsebeleb: We could have some unusual terrains (sand, forest, water, chasm etc.) with accompanying effects. Something to think of for your cavern generator code.
@Sebsebeleb: There should be a kill count screen - a list of enemies by name and number.
@Sebsebeleb: Yyy, how do stores work? I took a look through the ToME stores.lua and it only has the functions like buy and sell...
@ Sebsebeleb: Spell failure chances are coded in, now they only need to be used somehow.
@Sebsebeleb: We need infravision and keen senses working for #53...
@Sebsebeleb, @Kanalia: First level bonuses are somehow applied twice, so you get double hit points, 2 feat points, etc.
Too sleepy to fight it now, and I only noticed it today after merging, so I don't know what causes the bug.
Marked as priority because it absolutely needs to be fixed before beta 2.5.
Some of my ideas:
@Sebsebeleb: As the topic says. (Spiders and snakes, for example :)
Hiscores are not displayed in the Highscores screen.
@Sebsebeleb: As the topic says. I've had an idea how to code it, but can't do it now.
@Sebsebeleb: This, of course, hinges on ..., so that people will use races with darkvision to avoid it.
@Sebsebeleb: You probably played other roguelikes, so you should know what "bones" are. You should be able to find your precedessor's corpses and loot in the dungeon :)
Item descriptions do not show up in the inventory screen
@Sebsebeleb: We need to have class-dependent level-up. Some brainstorming was done, but I can't code here.
Potions cannot be used due to the 'you must wear this item to use it'.
@Sebsebeleb: I have no idea where the requirement to wear is coded in.
@ Kanalia, Sebsebeleb: Auto-opening level-up screen on gaining a level doesn't work for some reason.
Too tired to check it now.
@Sebsebeleb, @Kanalia: The skill should target one item per use instead of all of them.
@Sebsebeleb: We could use tooltips for character sheet (for marking timed effects such as bull's strength or poisons).
@Sebsebeleb: I've had this excellent idea of boots giving you Dodge & Mobility.....
@Sebsebeleb: We could use a usable skill or two for further testing. I suggest Hide. I'd also combine Hide and Move Silently into a single skill.
... and I bemoan the fact I can't code here...
@Sebsebeleb: I've added nutrition/quench to the food items. The numbers are just off the top of my head.
I guess we need to add a function which checks for nutrition/quench every X turns... methinks it'd be somewhere in game.lua, but I'm scared of messing something up.
@ Sebsebeleb: Should be based off monsters' number and CR and the number of items.
@Sebsebeleb: Favored classes should grant a flat +10% bonus to xp (i.e. you gain levels 10% faster) applied on top of any ECL.
@Sebsebeleb: We need a skill select screen. The classes all have skill points assigned...
@Sebsebeleb: Potions need some adjectives and/or colors, scrolls need titles.
@Sebsebeleb, @Kanalia: In skill select screen, clicking on a skill drains skill points, but the skill itself isn't increased. Also, it wouldn't hurt to implement max_skill properly.
@Sebsebeleb: We need a random names generator with some options for every race & gender combo.
Quotes from ToME forum:
"I've noticed that creatures in my fledgling module are created with 100 life, presumably because engine.interface.ActorLife defaults max_life and life to 100 before the player's birth descriptors or NPCs' initialization code correctly set max_life.
I found that I can fix this by just adding an additional "life = " line to the birth descriptors and NPC definitions, and I saw where Startide uses a resolvers.life (presumably to fix this same problem), but is there a cleaner way of handling this? I couldn't see how ToME itself addresses it.
It looks like Actor's init is called before resolving and birth descriptors take place, so max_life doesn't yet have its final value.
I finally saw where ToME defines a resetToMax function that's called (indirectly) by resolveLevel, so I'm taking a similar approach."
@Sebsebeleb: I'd do it myself, but I can't code from here :)
@ Kanalia, Sebsebeleb: I've added logging skill checks, which seems to throw errors for reasons unknown.
I'd love for the game to log skill attempts, to keep it clear for the players. If we can't make it work quickly, I could however comment it out for the time being.
@Kanalia, @Sebsebeleb: You shouldn't be able to cast spells if your stat is below 9.
@Sebsebeleb: What I mean is, the character being saved on death, and then the ability to load up an existing character instead of creating a new one. The reinced character should have the original name plus a Roman numeral (II, III etc.).
@ Sebsebeleb: It shouldn't apply to skills other than Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Open Lock, Pickpocket, Tumble.
@ Kanalia, Sebsebeleb: I forgot to note this one down. Not game-breaking, but annoying.
@Sebsebeleb: I've tried coding it back home and messed something up so I'm not touching it here.
@Sebsebeleb: The inventory screen should display the encumbrance in the title bar, just like in ToME. However, it doesn't. Looked at the code and no idea what's wrong...
@Sebsebeleb: As the title says.
(Don't worry, I'll be busy adding monsters and domains and whatnot)
We need a startup screen and menu for the standalone version.
@Sebsebeleb: Barbarian should get a speed of 12 m, while all others have 9 m [EDIT: 33% bonus]
Speaking of, some traps/timed effects should limit speed, as should sneaking.
@Sebsebeleb: As I noticed some time ago, there is no offhand attack when you're double wielding. Makes coding penalties for TWF quite impossible...
@Sebsebeleb: This requires a new birther. Classes and races both would cost points.
Stats, if one wishes to use the point buy option (#43) would be tracked separately, to avoid people gaming their way into a more powerful race/class.
#51 (achievements) could grant the player additional points for future starts.
@Sebsebeleb: Folks in the IRC told me to checkout the Infinite Dungeon, but I don't have it unlocked yet.
This should also take care of the 'stairs up on dungeon level 1' problem.
@Sebsebeleb: I though we could have flaws as an option.
They would work like the feats, but granting negative effects, and every one would give +1 feat point.
The trouble is, they would need to be taken at start only (=i.e. integrated into the birther). The optional thing could be accomplished with a "None" option.
Encumbrance doesn't work, at least is not visible from player-side.
@Sebsebeleb: I think the function which counts the encumbrance doesn't work for some reason. However, I can't test it here.
@Sebsebeleb: The show message log function doesn't work.
Also, we should bind scrolling the log display to other keys than mouse wheels, for those people who have laptops.
@ Sebsebeleb: The item tooltip doesn't work if there are more than 1 items on ground. Dunno why. I'm too busy poking around maps and prestige classes to find out (I've checked the most obvious things)
If you try using any of these spells, you have to cast it twice to actually cast it. In addition, the answer you choose lags behind to the previous cast.
I think using chats work without the need of fiddling with coroutines, which was used for sentinent staves in ToME I believe.
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