Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
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Re: Wesband
I have uploaded version 'concept .1b' to the 1.5 add-on server. It adds TL's creature/NPC generation framework, handles the dungeon levels in a single WML scenario, and begins to incorporate Ken Oh's RPG era (just *begins* - there is a glitch with upgrades not being recognized). I prefer Ken's RPG era for this project because it has the sweet ground-up customization and doesn't max out unit levels at 5.
Qes: re- player/monster power differential, it will vary depending on the character type (as with many rogue-likes, different character types use different strategies). My initial idea was that the first level would have 5-10 level 0 creatures, which a warrior-type character (one with high hp and melee) could handle without too much sweat--or skill--and that things would progressively become more dangerous. I'd like to see players without much skill (which would include things like taking advantage of scrolls/potions/magical enhancements as well as Wesnoth combat tactics finding it challenging to get beyond level 3-4. Re- boss monsters, I like how zangband has certain unique mobs that have a chance of appearing each game, and would like to implement something like that.
Slann: You can find it on the 1.5 add-on server. It isn't playable yet.
Qes: re- player/monster power differential, it will vary depending on the character type (as with many rogue-likes, different character types use different strategies). My initial idea was that the first level would have 5-10 level 0 creatures, which a warrior-type character (one with high hp and melee) could handle without too much sweat--or skill--and that things would progressively become more dangerous. I'd like to see players without much skill (which would include things like taking advantage of scrolls/potions/magical enhancements as well as Wesnoth combat tactics finding it challenging to get beyond level 3-4. Re- boss monsters, I like how zangband has certain unique mobs that have a chance of appearing each game, and would like to implement something like that.
Slann: You can find it on the 1.5 add-on server. It isn't playable yet.
- Ken_Oh
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Re: Wesband
There have been significant changes to WML for units in 1.5. I will (gladly) retool everything to make it work. Honestly, I was much more worried that the sprite and animation system wouldn't work, but it does, so that's very encouraging. Hope to have something playable tomorrow.Dovolente wrote:there is a glitch with upgrades not being recognized
Re: Wesband
Trust me, 1.5 is well worth the retooling. The WML system just got exponentially more powerful.
Re: Wesband
That would make me return to my beloved dungeon. Excellent idea.
- Ken_Oh
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Re: Wesband
I'm having real trouble changing any max value (max_moves, max_hitpoints) and I think this is why the attacks aren't changing either. Something drastic has changed and I can't figure it out. Taking this to WML workshop.
EDIT: It's a bug. Not much I can do until it's fixed. I'll continue with 1.4.1 dev until it can be changed (I think the only real incompatibility is the new terrain naming). http://www.wesnoth.org/forum/viewtopic.php?f=21&t=21397
EDIT: It's a bug. Not much I can do until it's fixed. I'll continue with 1.4.1 dev until it can be changed (I think the only real incompatibility is the new terrain naming). http://www.wesnoth.org/forum/viewtopic.php?f=21&t=21397
Re: Wesband
I had a similar problem when I was creating a faction that obeyed wholly different rules than were normal. This was back in 1.3.8 trunk - so I'm not sure if it's valid anymore. I DID wind up resolving the issue, if I recall correctly. I used a lot of dirty tricks, but I'm fairly certain I was able to make the faction playable.Ken Oh wrote:I'm having real trouble changing any max value (max_moves, max_hitpoints) and I think this is why the attacks aren't changing either. Something drastic has changed and I can't figure it out. Taking this to WML workshop.
EDIT: It's a bug. Not much I can do until it's fixed. I'll continue with 1.4.1 dev until it can be changed (I think the only real incompatibility is the new terrain naming). http://www.wesnoth.org/forum/viewtopic.php?f=21&t=21397
In the faction, each unit was able to affect other unit's in it's vicinity (adjacent). Specifically, it could change HP, moves, attacks, strikes, specials, - you name it. It had a 'reverse' progression tree. You had many units and eventually they all just became one uber unit as they leveled. It was and still is an interesting idea.
I think I got around the max_moves and max_hp limitations - but I dont remember how. I remember # of strikes being more difficult. If you want I can try to find the code and send it to you. But I've not looked at it in ages, and may not even understand what I finally did. If the code is outdated because it's 1.3.8 and this is a bug found in 1.5 and isnt supposed to be there, then I'm not sure my code can help.
Also I'll have to try to find the thing on my computer, which in itself might be impossible since the 'great purge of 2008' early this year for my machine.
Lemme know if you wanna look at it,
-Qes
Yes I use windows.
Yes I'm aware of what that means.
Yes I'm still gonna use windows.
Yes I'm aware of what that means.
Yes I'm still gonna use windows.
- Ken_Oh
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Re: Wesband
Well, according to zookeeper here https://gna.org/bugs/?11424 it's something that popped up post 1.4. I think it's just a matter of waiting for the bug to get fixed. Thanks though!
Re: Wesband
Well that bug puts the kibosh on the faction working too. Guess it'll have to stay in the drawer for now.
Btw, never having to spell the word drawer previously - it looks odd, now that i've typed it out. Maybe I'm just tired.
-Qes
Btw, never having to spell the word drawer previously - it looks odd, now that i've typed it out. Maybe I'm just tired.
-Qes
Yes I use windows.
Yes I'm aware of what that means.
Yes I'm still gonna use windows.
Yes I'm aware of what that means.
Yes I'm still gonna use windows.
Re: Wesband
It's strange how a word can start to look or sound weird when you focus on it. I was just thinking that with "plagiarism" earlier today.
I guess the RPG era implementation will have to wait til the upgrades bug gets fixed. I can switch the units to something else for testing purposes meanwhile--that 1-1 fist attack doesn't get you very far.
I'm wondering if a 'return to town' scenario that is a slightly modified mirror of the first town scenario should be implemented. It would 1) prevent unnecessary redefining of starting variables when someone returns to the surface, and 2) make it unnecessary to define the leader type in the [side] declaration (the leader type is necessary if the scenario is ever called as a non-initial scenario, due to MP campaign bugginess).
Along those lines: the initial town scenario could use the random map generator to generate a random wilderness map, and then add a town mask to put in the starting town (or just forget the town...randomly drop in shop, or allow shopping from any village). The map could then be stored in a 'town array' and pulled back up in the 'return to town' scenario. This would make the starting town consistent for a single game, but different in different games.
I guess the RPG era implementation will have to wait til the upgrades bug gets fixed. I can switch the units to something else for testing purposes meanwhile--that 1-1 fist attack doesn't get you very far.
I'm wondering if a 'return to town' scenario that is a slightly modified mirror of the first town scenario should be implemented. It would 1) prevent unnecessary redefining of starting variables when someone returns to the surface, and 2) make it unnecessary to define the leader type in the [side] declaration (the leader type is necessary if the scenario is ever called as a non-initial scenario, due to MP campaign bugginess).
Along those lines: the initial town scenario could use the random map generator to generate a random wilderness map, and then add a town mask to put in the starting town (or just forget the town...randomly drop in shop, or allow shopping from any village). The map could then be stored in a 'town array' and pulled back up in the 'return to town' scenario. This would make the starting town consistent for a single game, but different in different games.
Re: Wesband
Good idea! +1 to this idea.Dovolente wrote:It's strange how a word can start to look or sound weird when you focus on it. I was just thinking that with "plagiarism" earlier today.
I guess the RPG era implementation will have to wait til the upgrades bug gets fixed. I can switch the units to something else for testing purposes meanwhile--that 1-1 fist attack doesn't get you very far.
I'm wondering if a 'return to town' scenario that is a slightly modified mirror of the first town scenario should be implemented. It would 1) prevent unnecessary redefining of starting variables when someone returns to the surface, and 2) make it unnecessary to define the leader type in the [side] declaration (the leader type is necessary if the scenario is ever called as a non-initial scenario, due to MP campaign bugginess).
Along those lines: the initial town scenario could use the random map generator to generate a random wilderness map, and then add a town mask to put in the starting town (or just forget the town...randomly drop in shop, or allow shopping from any village). The map could then be stored in a 'town array' and pulled back up in the 'return to town' scenario. This would make the starting town consistent for a single game, but different in different games.
I have one question, the map has going to have only one city and many dungeons, or more than one village?
Re: Wesband
Dovolente wrote:It's strange how a word can start to look or sound weird when you focus on it. I was just thinking that with "plagiarism" earlier today.
I guess the RPG era implementation will have to wait til the upgrades bug gets fixed. I can switch the units to something else for testing purposes meanwhile--that 1-1 fist attack doesn't get you very far.
I'm wondering if a 'return to town' scenario that is a slightly modified mirror of the first town scenario should be implemented. It would 1) prevent unnecessary redefining of starting variables when someone returns to the surface, and 2) make it unnecessary to define the leader type in the [side] declaration (the leader type is necessary if the scenario is ever called as a non-initial scenario, due to MP campaign bugginess).
Along those lines: the initial town scenario could use the random map generator to generate a random wilderness map, and then add a town mask to put in the starting town (or just forget the town...randomly drop in shop, or allow shopping from any village). The map could then be stored in a 'town array' and pulled back up in the 'return to town' scenario. This would make the starting town consistent for a single game, but different in different games.
I like the more ambitious of the ideas. Specifically, if it's possible to have procedurally generated towns in which to also shop - not merely procedurally generated dungeons in which to fight - that'd make for a distinct flavor over all.
Now, perhaps you could have one "core" town, that is the essence of the scenario/campaign. This could be made to a finer degree of detail. But, having minature towns - tucked away in dungeons and generated procedurally, could lead to some fantastic RPG experiences.
For example:
You have a character start in your "Main town." This is your specific map that has either no monsters, or only monsters along the perpiphery, and you can buy basic items, upgrades of abilities (standard abilities), potions, and whatever else you have planned.
Now, you go charging through 2-3 dungeons, full of monsters, and on the 4th "floor/dungeon" you come across a mini-town. In this example, you're hunting in what has been randomly generated as a "mountain-type lair" full of trolls, orcs, and the various baddies that we commonly associate with that type of terrain. However, tucked away in the corner of the "floor/dungeon" is a miniature town. This town is inhabited by Dwarves - which feature not only unique shops, items, and abilities to train - but also Dwarven allies who might aid you if you're near by and monsters wander toward the town.
In this - if some of the towns are procedurally generated, rare, and within some of the floors/dungeons - then you could add particularly unique and powerful acquireables in that town.
As far as I can tell, the mini-towns would necessitate being masked over procedural dungeons, or be a part of dungeons themselves.
Either way, it'd be nice to find little havens of safety and interest within the normally hostile floors.
-Qes
Yes I use windows.
Yes I'm aware of what that means.
Yes I'm still gonna use windows.
Yes I'm aware of what that means.
Yes I'm still gonna use windows.
Re: Wesband
Agreed! I had thought about wandering peddlers, dungeon shops, and wide open "huge cavern" levels with walled structures inside--having that sort of level be NPC-themed (friendly or hostile) would be a nice touch.Qes wrote:As far as I can tell, the mini-towns would necessitate being masked over procedural dungeons, or be a part of dungeons themselves.
Either way, it'd be nice to find little havens of safety and interest within the normally hostile floors.
- Ken_Oh
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Re: Wesband
To celebrate the fora being back up and also as a result of our wonderful devs fixing certain bugs in trunk, here's Wesband+Modular RPG.
Plenty is still borked (forget about the magic system other than regular attack magic, the armors aren't quite what they advertise to be, there is no class balance as of yet), but I think some of you will enjoy looking at it.
Here's what it does have:
-you can buy from/sell to the shop (right click while on the shop)
-going into and exiting the dungeon works (the only real problem is that if you go up a level in the dungeon, the next stairs up will be the one located where you start)
-killing monsters gives you coinage depending on the "mob level" of the monster
-you can pick up/drop items (can only drop adjacent to yourself), not so useful yet, but it's neat that it works
-weapon/armor descriptions have gotten significantly more sophisticated
I was intimidated by multi-scenario multiplayer campaigns, but with a few provisions it seems to be working. The only problem I see is that dead players come back to life in the next scenario, but I think Dovolente means for the game to end if one player dies, so that doesn't matter.
I haven't tested this over the network, but at least hotseat multiplayer works. I'll try network tomorrow.
EDIT: put up a little better version, the players are more powerful (however, i'd rather see the mobs just get less powerful from the start). mainly putting up so i can test over the network.
Plenty is still borked (forget about the magic system other than regular attack magic, the armors aren't quite what they advertise to be, there is no class balance as of yet), but I think some of you will enjoy looking at it.
Here's what it does have:
-you can buy from/sell to the shop (right click while on the shop)
-going into and exiting the dungeon works (the only real problem is that if you go up a level in the dungeon, the next stairs up will be the one located where you start)
-killing monsters gives you coinage depending on the "mob level" of the monster
-you can pick up/drop items (can only drop adjacent to yourself), not so useful yet, but it's neat that it works
-weapon/armor descriptions have gotten significantly more sophisticated
I was intimidated by multi-scenario multiplayer campaigns, but with a few provisions it seems to be working. The only problem I see is that dead players come back to life in the next scenario, but I think Dovolente means for the game to end if one player dies, so that doesn't matter.
I haven't tested this over the network, but at least hotseat multiplayer works. I'll try network tomorrow.
EDIT: put up a little better version, the players are more powerful (however, i'd rather see the mobs just get less powerful from the start). mainly putting up so i can test over the network.
Last edited by Ken_Oh on August 18th, 2008, 8:26 pm, edited 2 times in total.
Re: Wesband
cool... will definitely have to check it out
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
- Ken_Oh
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Re: Wesband
Tried with 2 players on trunk's MP server. Works until the 2nd scenario, in which the 2nd player sees the units start in the wrong part of the map (in the far lower-right corner, for some reason).
OK, it looks like the map isn't transferring. All player 2 is getting the template map. It's not generating correctly (only some Ww tiles getting put down). All the generation happens in a prestart event, so I don't know what to do about it.
EDIT: Won't bump, but new version released.
If there are no enemies within 15 hexes of a unit at the start of its turn, it will heal. If it moves to a location where there are no enemies within 15 hexes, it will gain its movement points back. This is a concept test to reduce the time and boringness of walking through a dungeon.
Added 3 healing potions 20hp/cure to human inventory, along with the "usable" class of item.
Added Tavern where you can recruit henchmen, very rudimentary at the moment. The attack frames for the additional lvl0s are borked until I can take a look at them.
The "white mage" healing works the way it should now. You'll probably have the most luck in the dungeon with an Initiate that upgrades to the White Order, because you can heal your henchmen.
The shop gets better items if you have been further down into the dungeon.
The huge bug remains, so this can only be played locally.
EDIT#2: test
OK, it looks like the map isn't transferring. All player 2 is getting the template map. It's not generating correctly (only some Ww tiles getting put down). All the generation happens in a prestart event, so I don't know what to do about it.
EDIT: Won't bump, but new version released.
If there are no enemies within 15 hexes of a unit at the start of its turn, it will heal. If it moves to a location where there are no enemies within 15 hexes, it will gain its movement points back. This is a concept test to reduce the time and boringness of walking through a dungeon.
Added 3 healing potions 20hp/cure to human inventory, along with the "usable" class of item.
Added Tavern where you can recruit henchmen, very rudimentary at the moment. The attack frames for the additional lvl0s are borked until I can take a look at them.
The "white mage" healing works the way it should now. You'll probably have the most luck in the dungeon with an Initiate that upgrades to the White Order, because you can heal your henchmen.
The shop gets better items if you have been further down into the dungeon.
The huge bug remains, so this can only be played locally.
EDIT#2: test
Last edited by Ken_Oh on August 28th, 2008, 7:24 pm, edited 1 time in total.