On Friday, 15 February 2013 21:20:13 UTC+2,
purp...@gmail.com wrote:
> > I suggest you check out Dungeon Crawl Stone Soup. Its code base is C++ and lua in various
>
> Thanks, i'll check it out.
>
> I'm coding in Python since I took a class on it in college so I have some small amount of experience.
C++/lua and Python are very different so on that case better ignore DCSS source code base.
C++ is pretty hard to master. The user interface of DCSS is certainly worth checking out.
> The only thing i'm having trouble with is creating a menu or small screen where the player
> can set the formation of the party. The formation will be set on some small grid (maybe 5x5)
> with the party leader in the center and than they will specfy each position for each party member.
> There is two keys on the keyboard that rotate the party formation by 90 degrees clockwise
> and counterclockwise so the formation can be kept when moving around corners.
That is interesting. How you pass narrow corridors and staircases? Do your team-mates
flee when badly hurt? Do they chase monsters that attempt to flee? What do others do when
someone falls into or is teleported away by some trap? How the inventory is shared/managed?
The more special and varying you make the surrounding terrain and its features, the
equipment pieces, the abilities of party members and the abilities and behavior of opponents
the more fun it gets. It will be not easy (IOW it will be fun) to achieve a group that cooperates
smartly at low micro-management in complex world.
> I am also really trying to make it so that the classes are all unique and not totally
> well rounded, so that a the party composition will really have an impact on the
> experience of the game, and so that the player will need to use each party member
> correctly to make it far in the game.
First try to get the team to cooperate in satisfying manner in trivial situations, then add
complexity to situations. Balancing is about spreading effects and defects and adjusting
constant values toward perceived optimal. Everything should be best tool for something
(IOW not useless) nothing should be best tool for everything (IOW not overpowered).
That is too addictive and distracting early, but it should be constantly done later. ;-)