Difference between revisions of "Things which are hard to code"
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== Things which are harder to code than one might initially think == | == Things which are harder to code than one might initially think == | ||
=== [[ | === [[Antoine]] === | ||
* Invisibility | * Invisibility | ||
* Polymorph-self | * Polymorph-self | ||
Line 33: | Line 33: | ||
* Polishing | * Polishing | ||
=== | === [[Stu George]] === | ||
* Balance | * Balance | ||
* Sense of time | * Sense of time | ||
* Food | * Food | ||
* Q&A, Testing, Documenting, Planning | * Q&A, Testing, Documenting, Planning | ||
* Water (infinitely divisible) | |||
* Fire (I want to burn everything!) | |||
* Mixing liquids | |||
* Economy | |||
=== konjin === | === konjin === | ||
Line 45: | Line 49: | ||
* Rope | * Rope | ||
=== [[ | === [[Michal Bielinski]] === | ||
* | * Inter-monster fights | ||
=== [[Stoolmaker]] === | === [[Stoolmaker]] === | ||
[Not part of Kornel's kompilation.] I think it depends on the whole framework of code. In my world, for instance, making critters invisible is a rather simple task because of how I've implemented [[Line of Sight]]. Making them dead is harder :) That said: I find that balancing everything is a delicate task. Randomizing quests, equipments, races etc. is also an interesting challenge. Regarding these, however, I think its possible to find some short cuts just by writing imaginative pieces of sentences/elements and combining them in unpredictably large structures (needn't be so huge). For example: put n kinds of "wandlikes" in a list (wands, lamps, bottles (uncork to release effect) etc.), have n kinds of "range models" (cones, rays, single adjacent/far points, zones (eg. fireball), clouds which start to drift and finally dissolve...), and n kinds of effects (elemental damage, teleport etc.). Already you'll have weird objects popping up: from the presumably predictable ("copper wand: ray of ice"), by means of the useful ("painted calabash: cloud of panic") and all the way to the outright silly ("ugly conjurers hat: rain of polymorph"). | [Not part of Kornel's kompilation.] I think it depends on the whole framework of code. In my world, for instance, making critters invisible is a rather simple task because of how I've implemented [[Line of Sight]]. Making them dead is harder :) That said: I find that balancing everything is a delicate task. Randomizing quests, equipments, races etc. is also an interesting challenge. Regarding these, however, I think its possible to find some short cuts just by writing imaginative pieces of sentences/elements and combining them in unpredictably large structures (needn't be so huge). For example: put n kinds of "wandlikes" in a list (wands, lamps, bottles (uncork to release effect) etc.), have n kinds of "range models" (cones, rays, single adjacent/far points, zones (eg. fireball), clouds which start to drift and finally dissolve...), and n kinds of effects (elemental damage, teleport etc.). Already you'll have weird objects popping up: from the presumably predictable ("copper wand: ray of ice"), by means of the useful ("painted calabash: cloud of panic") and all the way to the outright silly ("ugly conjurers hat: rain of polymorph"). | ||
=== [[Ramiro]] === | |||
* Cellular Automata dungeons. (Even whit all the theory is STILL harder than you can think) | |||
* Anti-filescumming. (In theory is impossible, but you can make things harder) | |||
* Running (on ASCII Roguelikes, and turn based ones specially) | |||
[[Category:Articles]] | [[Category:Articles]] | ||
Latest revision as of 21:40, 15 January 2017
Compilation by Kornel Kisielewicz of the thead on rgrd
Things which are harder to code than one might initially think
Antoine
- Invisibility
- Polymorph-self
- Charm monster
- Stacking objects
- Friendly NPCs in the dungeon
The Sheep
- Selling items
- Timed events
- Animation
- Persistent levels
- Monsters moving between levels
- Monsters with FOV
- Pets
- Random artifacts
- Random monster races
- Doors with keys
- Throwing items
- Monster inventory
- Running
Kornel Kisielewicz
- Random Quests
- Random Plot
- Random Overworld
- Adding content
- Balancing
- Polishing
Stu George
- Balance
- Sense of time
- Food
- Q&A, Testing, Documenting, Planning
- Water (infinitely divisible)
- Fire (I want to burn everything!)
- Mixing liquids
- Economy
konjin
- Stealth
Ray Dillinger
- Rope
Michal Bielinski
- Inter-monster fights
Stoolmaker
[Not part of Kornel's kompilation.] I think it depends on the whole framework of code. In my world, for instance, making critters invisible is a rather simple task because of how I've implemented Line of Sight. Making them dead is harder :) That said: I find that balancing everything is a delicate task. Randomizing quests, equipments, races etc. is also an interesting challenge. Regarding these, however, I think its possible to find some short cuts just by writing imaginative pieces of sentences/elements and combining them in unpredictably large structures (needn't be so huge). For example: put n kinds of "wandlikes" in a list (wands, lamps, bottles (uncork to release effect) etc.), have n kinds of "range models" (cones, rays, single adjacent/far points, zones (eg. fireball), clouds which start to drift and finally dissolve...), and n kinds of effects (elemental damage, teleport etc.). Already you'll have weird objects popping up: from the presumably predictable ("copper wand: ray of ice"), by means of the useful ("painted calabash: cloud of panic") and all the way to the outright silly ("ugly conjurers hat: rain of polymorph").
Ramiro
- Cellular Automata dungeons. (Even whit all the theory is STILL harder than you can think)
- Anti-filescumming. (In theory is impossible, but you can make things harder)
- Running (on ASCII Roguelikes, and turn based ones specially)