Newsgroups: rec.games.roguelike.development
From: Joel <j...@none.nowhere>
Date: Sun, 17 Oct 2004 23:19:45 +0300
Local: Sun, Oct 17 2004 4:19 pm
Subject: Re: Movement speed
Thanks for all the replies! You have been very helpful. It seems that I
will have to think a bit which system I am going to use. Currently I have a simple priority queue (using the priority_queue class By the way, maybe some of the articles should be posted to -- Joel You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: "Pfhoenix" <b...@sucks.to.be.you>
Date: Sun, 17 Oct 2004 20:11:03 -0700
Local: Sun, Oct 17 2004 11:11 pm
Subject: Re: Movement speed
Adeo's turn system works as such :
Whenever the player performs an action that takes time (to include using a * all loaded maps are checked to see if any entity on them is flagged as Now, this method always places the player last, but allows entities that can As far as hard numbers go, Pawns (any class of entity that has stats, A pawn's movement speed is 100 / Dexterity. A pawn's ability to hack an electronic lock is : Lock.Complexity <= -- You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: torespondisfut...@hotmail.com (Jeff Lait)
Date: 20 Oct 2004 05:24:53 -0700
Local: Wed, Oct 20 2004 8:24 am
Subject: Re: Movement speed
Joel <j...@none.nowhere> wrote in message <news:ckqtpm$mha$1@phys-news1.kolumbus.fi>... I don't have any help here, except to present a contrarian view. > Greetings! > I have been wondering how should I implement movement speed into my Why have a movement speed system? Roguelikes are about tactical combat. Tactical combat requires I contend that movement systems should be as simple as possible. So POWDER uses the simplest level of movement speeds I could think of. I There are three binary, independent, speed related intrinsics. You There are a series of phases: Heartbeats occur on N and S moves. These are where time actually This system is very simple, and, IMHO, very understandable. The I personally think priority queue and energy based speed systems are Speed based systems also result in inanities like "Diagonal movement My favorite portion of roguelikes is the Critical Moment. This is In POWDER, you may with three turns forget a spell, learn the Cure To make a long story short: Start working on your content already. You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: Graeme Dice <grd...@sasktel.net.NOSPAM>
Date: Wed, 20 Oct 2004 14:29:52 GMT
Local: Wed, Oct 20 2004 10:29 am
Subject: Re: Movement speed
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Newsgroups: rec.games.roguelike.development
From: David Damerell <damer...@chiark.greenend.org.uk>
Date: 20 Oct 2004 16:51:17 +0100 (BST)
Local: Wed, Oct 20 2004 11:51 am
Subject: Re: Movement speed
Jeff Lait <torespondisfut...@hotmail.com> wrote: Attacks of opportunity could limit the most egregious abuses of double >sense of time. While players can time their double moves, I don't see >this as a deficiency. Chess manages to be an interesting game despite >always knowing how many moves the other player will get to take. moves. >My favorite portion of roguelikes is the Critical Moment. This is Sometimes critical moments are produced by the fact that actions are >where your character is about to die and it is up to you to rescue >him. You have one move. What do you do? In my ideal roguelike, >there is always something I could have done that I realize *after* I >get my Do You Want Your Possessions Identified? This Critical Moment >can never include multi-turn actions. Furthermore, multi-turn actions >are usually merely performed in a safe area, and, by game design, not >be required at Critical Moments. Thus, why not allow them at Critcial >Momements? multi-turn. NetHack encourages the player to remove armour in various situations, and sometimes forces armour removal. This means you can get caught with your pants down; but that is only the case because re-equipping even the most vital items may take longer than you have, forcing a more ingenious solution. I agree that many more actions could be single-turn. I can't see much of a You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: The Sheep <sh...@atos.wmid.amu.edu.pl>
Date: 20 Oct 2004 16:34:57 GMT
Local: Wed, Oct 20 2004 12:34 pm
Subject: Re: Movement speed
Dnia 20 Oct 2004 05:24:53 -0700, Jeff Lait napisal(a):
> Joel <j...@none.nowhere> wrote in message <news:ckqtpm$mha$1@phys-news1.kolumbus.fi>... Heh, I'm designing a simlar dodge, but only related to h2h combat. >> Greetings! >> I have been wondering how should I implement movement speed into my > I don't have any help here, except to present a contrarian view. > Why have a movement speed system? You know, all the `double action' and the like things are the most I think it's pretty silly that you and your opponent hack at each 1) When you're not engaged in h2h combat, you move as usual -- that I know it's not very roguelike-ish, and it will readuce the use of -- You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: bwr...@csclub.uwaterloo.ca (Brent Ross)
Date: Wed, 20 Oct 2004 17:07:30 +0000 (UTC)
Local: Wed, Oct 20 2004 1:07 pm
Subject: Re: Movement speed
In article <774acfb8.0410200424.1d09a...@posting.google.com>,
// <news:ckqtpm$mha$1@phys-news1.kolumbus.fi>... // > Greetings! // > // > I have been wondering how should I implement movement speed into my // > current project. // // I don't have any help here, except to present a contrarian view. // // Why have a movement speed system? Under my definition of such you simply cannot avoid having one. // Roguelikes are about tactical combat. Tactical combat requires That depends on the system. If you're using a priority queue with float // I contend that movement systems should be as simple as possible. Simple systems are very good. Easy to understand, easy to get working // it seems silly to try to make time continuous. It's not really about making time continuous... you certainly don't need // POWDER uses the simplest level of movement speeds I could think of. I The simplest is straight I-go-U-go. It works very well, but most people // I personally think priority queue and energy based speed systems are Depends on what you're doing with them. If you're regularly stiring the // My favorite portion of roguelikes is the Critical Moment. This is Why? Because you don't want to give the player that option as a design In short, the reason not to allow an action to be tactical is because // In POWDER, you may with three turns forget a spell, learn the Cure Depends on the game. In Moria/Angband it only takes 2, since you don't Brent Ross You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: torespondisfut...@hotmail.com (Jeff Lait)
Date: 20 Oct 2004 20:52:25 -0700
Local: Wed, Oct 20 2004 11:52 pm
Subject: Re: Movement speed
I'm glad you brought in your definition in order to make my statement
trivially false. That certainly contributes a lot more than trying to understand the point I was getting at. You are, of course, correct that any turn based system has some method > // it seems silly to try to make time continuous. It is about making time continuous. In a pure-phase based approach, > It's not really about making time continuous... you certainly don't need time moves in discrete intervals. Your poison-effect time, for example, occurs on certain phases, rather than as a continuous damage over time. > // POWDER uses the simplest level of movement speeds I could think of. I My goal isn't for breaking up the flurry effect. I was quite happy > // believe it is very close (or matches) the old Nethack system. > The simplest is straight I-go-U-go. It works very well, but most people with the one-turn-per-mob approach. (I do not like the I-go-U-go terminology as it is highly player centric) It was instead to allow the player to develop differences in speed. > // I personally think priority queue and energy based speed systems are Which would be why I call them a siren call. People can't leave well > // one of the siren calls of roguelike development. IMO, they do nothing > // but add static between the player and the gamespace. > Depends on what you're doing with them. If you're regularly stiring the enough alone and start adding tonnes of static to the system thinking they are increasing depth. > // My favorite portion of roguelikes is the Critical Moment. This is Didn't we have this argument just recently? If you don't want > // where your character is about to die and it is up to you to rescue > // him. You have one move. What do you do? In my ideal roguelike, > // there is always something I could have done that I realize *after* I > // get my Do You Want Your Possessions Identified? This Critical Moment > // can never include multi-turn actions. Furthermore, multi-turn actions > // are usually merely performed in a safe area, and, by game design, not > // be required at Critical Moments. Thus, why not allow them at Critcial > // Momements? > Why? Because you don't want to give the player that option as a design switching platemail in battle, prohibit switching platemail in battle. I'm all for such design decisions. You should not try and hammer the players behaviour through the use of > // In POWDER, you may with three turns forget a spell, learn the Cure That is not desireable in POWDER, and is not possible in POWDER > // Poison Spell you had been neglecting, and then cast it. This means > // with three turns to death from deadly poison you have a way of getting > // out. Traditional roguelikes would have you die of the poison before > // you could learn the spell. > Depends on the game. In Moria/Angband it only takes 2, since you don't either. Spellbooks are a finite resource, so one will not casually swap in and out spells. > If they want those slots to be sacrosanct and Again, you seem to be thinking I'm arguing for the need to be able to > the player to have to plan in advance and live with their decisions then > it's completely reasonable to disallow this type of play. The player > should have either used a form of poison resistance, carried the correct > potions, or learnt the spell previously (esp. if they didn't have those > items) in such a "Be prepared" system. switch spells tactically. I'm instead arguing *against* using time as a method to prevent such things. If you don't want spell switching, there are other approaches. -- Jeff Lait (POWDER: http://www.zincland.com/powder) You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: bwr...@csclub.uwaterloo.ca (Brent Ross)
Date: Thu, 21 Oct 2004 07:44:36 +0000 (UTC)
Local: Thurs, Oct 21 2004 3:44 am
Subject: Re: Movement speed
In article <774acfb8.0410201952.6860...@posting.google.com>,
// bwr...@csclub.uwaterloo.ca (Brent Ross) wrote in message // > Jeff Lait <torespondisfut...@hotmail.com> wrote: // > // Joel <j...@none.nowhere> wrote in message // > // > Greetings! // > // > // > // > I have been wondering how should I implement movement speed into my // > // > current project. // > // // > // I don't have any help here, except to present a contrarian view. // > // // > // Why have a movement speed system? // > // > Under my definition of such you simply cannot avoid having one. // > Dirt simple I-go-U-go is such a system. // // I'm glad you brought in your definition in order to make my statement // trivially false. That certainly contributes a lot more than trying to // understand the point I was getting at. Oh, I got your system... it's quite good (I'm not disagreeing with it // You are, of course, correct that any turn based system has some method More than just turn order... you do speed as well (being can act on // > // it seems silly to try to make time continuous. You missed the point here, too. I was merely saying that making time // > // POWDER uses the simplest level of movement speeds I could think of. I That was a complement... I wasn't saying that you were trying to // I was quite happy with the one-turn-per-mob approach. The flurry effect isn't about mobs. It's about bunched fast attacks and // (I do not like the I-go-U-go What does liking the terminolgy have to do with it? I-go-U-go isn't Oh, I wasn't saying yours was I-go-U-go... only that that's the simplest // It was instead to allow the player to develop differences in speed. I don't see any room for development... you've got a rather simple // > // I personally think priority queue and energy based speed systems are Oh, I was thinking of "siren call" as something that looks good but ends // > // My favorite portion of roguelikes is the Critical Moment. This is That's a different choice. Platemail is an extreme case... some armours Besides, it's hard for the game to determine tactical situations perfectly // You should not try and hammer the players behaviour through the use of It's a design decision. One of the things that the original design was // > // In POWDER, you may with three turns forget a spell, learn the Cure That works... just pointing out that in some games, that idea will // > If they want those slots to be sacrosanct and You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: R. Dan Henry <danhe...@inreach.com>
Date: Sat, 23 Oct 2004 21:54:04 -0700
Local: Sun, Oct 24 2004 12:54 am
Subject: Re: Movement speed
On 20 Oct 2004 20:52:25 -0700, torespondisfut...@hotmail.com (Jeff
While I wouldn't call I-go-U-go a movement speed system, since it essentially makes speed a non-factor, what you described yourself as using certainly is. The obvious answer to your question is "because not everyone and everything take the same amount of time". Slow-but-tough and quick-but-weak monsters are a genre staple, why would I want to do without? If you want to be understood, you should use clearer terminology. >Didn't we have this argument just recently? If you don't want The easiest way to do that is to make switching armor take too much >switching platemail in battle, prohibit switching platemail in battle. time to do in battle. It avoids trying to define "in battle" for a start. R. Dan Henry You must Sign in before you can post messages.
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