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Messages - Lenaric

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1
Dead Souls Support / Re: Lenaric's Development Journal
« on: March 15, 2015, 01:06:25 pm »
Still working at it. Not very fast but in my free time I have still been modding code for fun.

Decided to start fresh again. Rebuilt my linux work station and started picking through all my notes from a while back. There is just something about muds that will never be replaced by modern mmo's for me.

After the launch and incredible success of DayZ and my complete love of the game I have decided that zombies are not the way to go with me anymore. Working on some new ideas for text based horror.

I'll come back and post as I have progress, I'm out of college now and have a lot more free time to keep learning.

:D glad to see this place is still around.

2
Dead Souls Support / Re: Lenaric's Development Journal
« on: April 15, 2013, 09:59:12 am »
Got my alpha area started. Working on deciding how I want to handle the enemies. The standard zombie is going to be a lot of work. I'd like random names as well as equipment sets to give the zombies that "they used to be alive" feel while having them drop mundane equipment and items.

I basically opened a can of worms with the zombies. I need a stable item drop system and I need to start looking into stats a little closer in order to make a good start

However I've already thought of multiple ways to handle this. I'm going to work on a solid to-do list of things to implement or get explanations on today.

3
Dead Souls Support / Re: Lenaric's Development Journal
« on: April 10, 2013, 10:00:52 am »
I found a nice website for mud mapping. I like sketching out area ideas on graph paper and this is by far the easiest way I've found to get them onto a screen and be able to refine and edit.

http://lauzet.com/argon/

4
Dead Souls Support / Re: Lenaric's Development Journal
« on: April 09, 2013, 11:09:02 am »
Guess you can't edit on this forum, so disregard the above post.

Finished building the work station last night. Pretty proud of what I could come up from old parts. Set it up for hosting the mud. I'm using Ubuntu 12.10 in case that is ever important.

When I get home tonight I'll be setting everything up and getting it running stable.

I've worked on many maps for the city as well as a large features list that I'll post here later.

5
Dead Souls Support / Re: Lenaric's Development Journal
« on: April 08, 2013, 11:44:42 am »
This area is being saved for the change log and notes.

6
Dead Souls Support / Lenaric's Development Journal
« on: April 08, 2013, 11:44:09 am »
First of all thanks to Crat for still offering my favorite mudlib to learn with.

I've been learning more and more and now I'm ready to get back to work!

I'm sticking with my original concept; survival horror. DS is near perfect for it. The specifics are going to be posted in the future.

I'll be using this thread to post my progress, ask for help, and bounce ideas around.


7
Dead Souls Support / Re: Overland mapping?
« on: April 26, 2011, 05:09:59 pm »
That is exactly what I would hope to have. I really like how they generate descriptions and the day night contrasts of the map are brilliant. Are there any suggestions on getting an example and being able to create something of my own? Or is there actual working generators from .jpg like you suggested earlier?

8
Dead Souls Support / Overland mapping?
« on: April 26, 2011, 03:07:56 am »
I looked around and saw a few threads on this already but didn't see much of an answer.

Then I read about Batmud's overland mapping system then went and checked it out for myself. Utterly amazing.

So sense I'm going for the survival horror theme I really wanted a large persistent world. I started mapping this by hand and you all know how that ended. With a case of writers block and a month off from work on my project.

So I figured I'd peruse a new solution. Overland mapping. Could anyone advise on this topic? I really don't know where to start.

9
Dead Souls Support / Re: Lenarics help thread
« on: February 19, 2011, 11:46:11 am »
Thread Closed.

Will be using more of a journal format in an upcoming thread.

Using the new deadsouls version as a jump off point for major area building and item design.

Thanks for all the support.

10
Dead Souls Support / Re: Lenarics help thread
« on: January 25, 2011, 02:54:08 pm »
I figured out the editing with rage.c using a nearly completely revamped version.

Still curious how sound detection even works. I know a mob without eye's defaults to smell but how is this handled and how can I integrate it into my weapons system giving me more functionality in calling how loud a gun really is. Giving an edge to players who acquire silencers or use crossbows etc.

Any ideas on how to handle this?

11
Dead Souls Support / Re: Lenarics help thread
« on: December 08, 2010, 11:33:38 am »
Hit a wall with it all. Haven't worked on it sense the end of the semester started getting here.

Really just need one thing I'm puzzled by. My zombies, they use a version of rage.c included in the source. I was trying to find a "better way" to handle my zombies with them being less vocal and not having stages etc.

Any ideas on how I could keep the infection concept with 'normal humans' being the zombies. They are not leveled, they do not get more powerful. They just get more numerous and more hungry and aggressive as time passes.

Thinking of adding in a hunger stat, that makes zombies chase spotted humans. Also, I would love them to react aggressively to loud noises, such as gunshots etc. Making the sneakier players have an edge on the undead.

12
Dead Souls Support / Re: Application of this Codebase
« on: December 08, 2010, 11:13:49 am »
Learn to love the default combat system. Its a huge undertaking to change. (That I botched 3 times now).

I would start with taking a look at the heartbeats. You can disable them to make combat nearly instant making it feel like a hack n' slash.

But you might be better off using a Diku style code base. It leans hard to the hack and slash where Dsouls goes more into the flavour and exploration.

However, I do admire another solo-coder like myself. So far its been over a year for me and I've only broken two keyboards and deleted my whole codebase four times. Good times.

13
Dead Souls Support / Re: Lenarics help thread
« on: November 17, 2010, 11:10:50 am »
That's a wonderful idea. Sense 90% of my NPC's are human it should be simple to impliment.

So far this is going slowly but its working kinda sorta. I'll keep you guys updated.

14
Dead Souls Support / Re: Lenarics help thread
« on: October 14, 2010, 07:56:33 am »
Wow, that helps a billion and you totally got what I was saying without understanding it!

Alright, I get it now. I'm gonna get my own working and post what I did.

15
Dead Souls Support / Re: Lenarics help thread
« on: October 13, 2010, 12:35:25 pm »
I'm just creating this from scratch and I've never done anything like this. What should it look like, a giant list of items with numbered tags that can be randomly drawn?

Or should it refer to a separate item list? Or a separate random item picker?

Basically I just want to know whats the best way of looking at the concept. Then I can start playing with the actual code.

My idea is to define 5 item rarity classes, so it would have a % chance to get each of them that I could easily modify to balance the drops. So first random number picks what rarity, then the second random number defines what item it is. Then the 3rd would specifiy an enchantment or accessory. (The third bit being added later after I create scopes, bayonets, extended clips etc...)

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