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Member Since 04 Jul 2003
Offline Last Active Oct 14 2016 12:47 PM

Posts I've Made

In Topic: Third-person action RPG roguelike

24 September 2016 - 05:01 AM

Well, I think that if you explain the system in game quickly enough, then players will catch on. Just don't expect them to be able to automatically intuit it without an explanation, because they'll likely just fall back on previous learned experience.

In Topic: Third-person action RPG roguelike

23 September 2016 - 08:43 PM

Extremely focused question:
Do you players will pick up on yellow, orange and red damage numbers having different meanings, even when the number presented is the same aside from its colour? In particular, do you think they will intuit that a red number is more serious than an orange number that is more serious than a yellow number, even if the numbers are all, for example, 4?

Personally, I have been conditioned by previous games to think that the colors would mean different damage types, but I do not believe that I would make the connection that one 4 is any better/worse than another 4. For example, I've played games where, say, Fire damage was red, poison was green, etc... But for me the better/worse condition of a number would depend entirely on the value of the number itself rather than the color.

In Topic: Simplifying Lua-Scripting for Users

15 September 2016 - 02:06 PM

You might want to take a look at how Urho3D does it. They implement Lua scripts as a component that you can add to an object. You can register to receive particular events in script, and the events are handed off to the proper event handlers in the script object.
Urho3D serialization serializes to XML rather than a Lua table, however, but you still might be able to get some ideas by seeing how they do things. In my own code that uses Urho3D, I have written routines that can save/load objects to/from Lua tables. It's not too difficult.

In Topic: Weird 'attempt to index' Lua Error

04 September 2016 - 08:03 PM

Are you running it in your own application that has Lua embedded by any chance? If so, are you being sure to call luaL_openlibs() to open the standard libraries?

In Topic: the dreaded "escort" quest

29 August 2016 - 01:09 PM

An early prototype of goblinson crusoe was "Goblin Wizard: The Escort Quest". In fact, my original vision for GC was as a game centered fully around escort quests. GC was to be an apprentice wizard whose master is suffering from rapidly advancing dementia, charging from adventure to adventure while his hapless student frantically tries to keep him out of danger.

Something I have noticed about escort quests as a result of this experiment is that, in the context of a different game they kinda suck. If I'm raiding a bandit camp, thrashing dudes and looting corpses, then I spring a captive from a cage and have to follow her at snail's pace through a string of scripted ambushes, it's a change of context that is actually kinda painful. But I don't think that really speaks to the escort quest itself being bad, just the juxtaposition of a slower-paced string of ambushes against the gore-splattered free-for-all that preceded it. It's jarring.

What I found in that early prototype of GC is that when approached with the right assumptions and frame of mind, an escort quest (even one of the traditionally 'bad' ones like a slow walker) isn't as bad as you might think. Certainly, my test audience (consisting of friends and family) found it enjoyable. The things such as slow pace and tendency to careen crazily into obvious ambushes were part of the core gameplay rather than a distraction from the core gameplay.