adonthell-devel
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Adonthell-devel] Pathfinding costs and character speed from a game


From: Andrew Phillips
Subject: Re: [Adonthell-devel] Pathfinding costs and character speed from a gameplay perspective
Date: Sat, 22 Aug 2009 22:09:51 -0500

I think adding a Trekking skill would be fun and useful if it granted greater speed and range of movement. It should probably be available, by race, to Elves and Half-Elves at first level, as well as to Forestkeepers or similiar classes, including frequent wanderers like the Free Lancers, of the other races. I exclude Ranger from the list of classes because Rangers are by definition Elves and would not need to be granted the skill twice at the first level.

I agree that the speed (base value + skill modifiers + ability modifiers), should be handled on the Python side. Otherwise, the specifics of our magic system - haste spell, potion of speed, songs of the birds - would have to be written into the engine. This flies in the face our design goals - our game running atop a reuseable CRPG engine.

On Sat, Aug 22, 2009 at 06:40, Kai Sterker <address@hidden> wrote:
So far you have tied pathfinding to the race (which I'd probably would
call species, as creatures and animals need be considered as well).
However, why not go a step further and make it more abstract than
that. Why not tie it to individual characters, so that a Forestkeeper
might not mind taking the direct path, even if it leads over swampy
ground, whereas a noble would avoid to step onto a patch of dirt at
all costs. Of course, one wouldn't want to setup pathfinding costs for
each individual NPC and creature. So what about a terrain_preference
(or some such)? It'd basically look like the race configuration we
have now, but it would be more open. You could have group-specific
settings (like "Forestkeeper", "Townsfolk"), settings for certain
types of creatures (like "Desertcreatures"). Each character and
creature will then get a preference assigned like the dialogue or
schedule script. And it could be changed at runtime too, should the
situation require it. Imagine the noble running from an attack: he
might just for once not care about his shoes getting dirty.


The same thing goes for speed being affected by the terrain. Can we
really tie that to the race/species? Or does it have more to do with
the terrain itself, skills, weight carried, spell or potion effects,
etc.? I've seen there's already a placeholder for applying different
effects to speed, so we're good there.

But to get back to race affecting speed across terrain: should we
rather add a "Trecking" skill to the list
(http://adonthell.berlios.de/doc/index.php/Rules:Stats#Skills) that
would decrease penalties given for moving across difficult terrain and
have a fixed speed-per-terrain-factor lookup table on world side?


As far as implementation goes, the plan is to do everything that is
gameplay relevant in Python to allow (easy) customization of the rules
system. So I wouldn't have written a "race" class in C++, I guess.
OTOH, things like speed which need to be updated each frame for all
the characters would be too costly to do in Python. The trick here
might be to make speed a property of rpg::character (for simple rule
systems it could be set to a fixed value, like the current base speed)
and decouple reading and actual calculation. Then, calculation could
be done on Python side based on the rules implementation and could be
triggered by either player interaction (casting a "haste"-spell, etc.)
or by world::character, but only when the terrain actually changes.

Thoughts?

Kai


_______________________________________________
Adonthell-devel mailing list
address@hidden
http://lists.nongnu.org/mailman/listinfo/adonthell-devel


reply via email to

[Prev in Thread] Current Thread [Next in Thread]