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YARL v0.0.2

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John Palmer

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Aug 8, 2008, 2:14:20 AM8/8/08
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Hi,

following on from my first version of YARL, here's a new release.

Some quick questions.
1) To release under GPL do I just add a copy of the GPL with the release and
add the gpl headers to the source files?
2)What is people's prefered combat system, with respect to weapon damage,
accuraccy etc
3)Any suggestions for a name?

Changes:
shops added
new "boss" level
Fixed a bug which made you invincible
Many general bugs fixed

file is at http://lunicsoftware.com.au/yarl.7z


Krice

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Aug 8, 2008, 2:25:26 AM8/8/08
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On 8 elo, 09:14, "John Palmer" <thepa...@gmail.com> wrote:
> 1) To release under GPL do I just add a copy of the GPL with
> the release and add the gpl headers to the source files?

To release under GPL you must first give your soul to Satan.
Then you are ready to join the happy GPL family!

Ido Yehieli

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Aug 8, 2008, 3:39:10 AM8/8/08
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On Aug 8, 8:14 am, "John Palmer" <thepa...@gmail.com> wrote:
> 1) To release under GPL do I just add a copy of the GPL with the release and
> add the gpl headers to the source files?

Yes.

Soyweiser

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Aug 8, 2008, 7:20:56 AM8/8/08
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On Aug 8, 8:14 am, "John Palmer" <thepa...@gmail.com> wrote:
> 2)What is people's preferred combat system, with respect to weapon damage,
> accuracy etc

This is really something you should work out yourself, and this is
probably one of the most difficult things to balance and truly master.
I personally like reasonably quick combats, no endless rounds of
missing each other, or hitting for very low damages (of course,
immunities are exceptions to these rules, but they should be make
clear to the player).

I also like the general ideas of weapons, big weapons hit hard but
slow, small weapons hit fast and precise but for low damage. Spears
have a larger range.

How you handle the combat system internally is totally up to you, and
is difficult (you could use a simple dnd like roll dice of size x add
skill y if higher then target number z it is a success. This means
that each increase in skill adds a fixed percentage to the chance to
hit. Or a more difficult system in which higher skill levels add less
chance to hit for each additional skill point (I think diablo 2 does
this look at: http://www.battle.net/diablo2exp/basics/characters.shtml
and search for the attack rating explanation, play with the formula a
bit to see the effects of higher and lower skills). There are a lot of
different variants. And I don't know if anybody ever wrote a good
guide about this.

Your choices also really depend on the goals you want to accomplish
with your game. A intricate combat system is probably no good if you
want to create a small coffeebreak roguelike.

In the small thing I slowly work on at the moment I simply plan to
design the system as I go along, I currently have a very simple, walk
into somebody do rnd(0,str) - opponent.str damage, system. Which isn't
great, but works for testing purposes. But my general plan is to
include stats (don't know which yet), different body types as hit
locations (so parts of bodies can be disabled (reducing stats)), blood
levels for bleeding (so hits on a specific body part influence your
total health), different attack types for different weapons (a sword
can slash and pierce, a human can bash and punch, a dog can bite, etc.
With each attack type also having special effects (bites bleed,
slashes bleed and sever, pierce can damage internal organs etc). And I
know that this is gonna be hell to balance correctly, as you can die
easy in this variant (a good hit to the head is bad) but there will be
some ways that pc's will have it a bit more easy than other monsters,
so I know that this will work out (at least a bit).

> 3)Any suggestions for a name?

Nope, do you have any information about a story, the setting, goals,
inspiration, code base? I think you should work from there, and think
about your own name for your game. If you want to follow conventions
hack variants should be something like *hack, *band for band, etc. Or
if your general theme is flowers, you could call it flowerRogue, or
flowerband, or hippyHack, so it really depends.

--
Soyweiser

John Palmer

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Aug 8, 2008, 7:51:39 AM8/8/08
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> On Aug 8, 8:14 am, "John Palmer" <thepa...@gmail.com> wrote:
>> 2)What is people's preferred combat system, with respect to weapon
>> damage,
>> accuracy etc
> <snip>
Interestingly, my combat system at the moment is quite similar to diablo's

brief explanation
accuraccy is determined by your skill level with a weapon, but there is a
chance to block any attack, which increases as you get hit more often
damage is determined by the item's damage combined with a function of
strength. - quite similar to the diablo model

Crently there is only one weapon type, but I plan on adding a few more,
should be simple for me to create the fast attacking dagger

Currently if you wait and are attacked, you take less damage. I was
thinking of changing this to be like in Oblivion, in that enemies will be
stunned if they attack you, but I was worried this might unbalance the game
alot, has anyone tried something similar to this before?

The game is now ready to be released under the GPL ( I think) - the source
is at http://lunicsoftware.com.au/yarlsource.7z, any comments/suggestions
are welcome

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