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Dungeon Craft => Dungeon Craft - Module Previews => Topic started by: Dinonykos on December 06, 2013, 02:25:50 PM

Title: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 06, 2013, 02:25:50 PM
I have decided to postpone my work on "Snow Tigress" and to do a short design  called "Friedrich's Fault" with the newest version of the editor. This time, I do not want to use the "multiple-choice-event-based-combat thing", but the standard combats. I aim at doing this during the x-mas days.

But I could need some help concerning monster statistics/data. Although I have never designed an AD&D adventure, I would like to use typical statistics for the monsters. Maybe somebody even has the data needed prepared for DC. The monsters I want to use are:



I am not even sure if these are regular monsters. Additionally, maybe someone can tell me which level a party consisting of six members would need to beat the strongest of these monsters...
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 06, 2013, 02:44:10 PM
Amazon, Knight, Warlock and Priest are PC/NPC classes, so you would use the rules from the races database and then figure it out for the appropriate level. :)
There is a medusa in the default monster database, so you can look there for her.
Medusa:
\(BEGIN)
name = Medusa
icon file = icon_Medusa.png,0,2,48,48,0,1,2
miss sound = sound_Miss.wav
hit sound = sound_Hit.wav
move sound = sound_MonsterMoveStep.wav
death sound = sound_MonsterDeathMedium.wav
intelligence = 13
armor class = 5
movement rate = 9
hit dice = 6.000000
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 13
magic resistance = 0
size = medium
morale = 35
experience point value = 869
Special Ability = monsterLevel,6
Special Ability = monster_CombatantAlignment,evil
Class = Fighter
Race = Monster
form = none
penalty = none
immunity = none
Misc Options = none
item = monsterMedusaFleshToStone
attack = 4,1,0,attacks,monsterPoison
attack = 1,1,0,gazes,
Undead = none
\(END)

Erinyes:
\(BEGIN)
name = Erinyes
icon file = icon_Erinyes.png,0,2,48,48,0,1,2
miss sound = sound_Miss.wav
hit sound = sound_Hit.wav
move sound = sound_MonsterMoveStep.wav
death sound = sound_MonsterDeathMedium.wav
intelligence = 14
armor class = 2
movement rate = 12
hit dice = 6
treat HD as hit points = yes
hit dice bonus = 3
THAC0 = 13
magic resistance = 30
size = medium
morale = 30
experience point value = 29500
Special Ability = monsterLevel,7
Special Ability = monsterCombatantAlignment,evil
Special Ability = monsterWeaponImmunity,1
Special Ability = Summoned,plane
Class = Fighter
Race = Baatezu
form = none
penalty = none
immunity = death magic + confusion + none
Misc Options = none
item = none
attack = 4,1,0,attacks,
Undead = Special
\(END)

Draconians:
\(BEGIN)
name = Aurak
icon file = DEFAULT
miss sound = DEFAULT
hit sound = DEFAULT
move sound = DEFAULT
death sound = DEFAULT
intelligence = 16
armor class = 0
movement rate = 15
hit dice = 8.000000
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 13
magic resistance = 30
size = medium
morale = 40
experience point value = 2160
Special Ability = monsterLevel,8
Class = Fighter
Race = Monster
form = none
penalty = none
immunity = none
Misc Options = none
item = none
attack = 8,1,2,attacks,
attack = 8,1,2,attacks,
Undead = none
\(END)

\(BEGIN)
name = Baaz
icon file = icon_DraconianBaaz.png,0,2,48,48,0,1,2
miss sound = DEFAULT
hit sound = DEFAULT
move sound = DEFAULT
death sound = DEFAULT
intelligence = 9
armor class = 4
movement rate = 6
hit dice = 2.000000
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 19
magic resistance = 20
size = medium
morale = 40
experience point value = 90
Special Ability = draconianBaaz
Special Ability = monsterLevel,2
Special Ability = monster_CombatantAlignment,evil
Class = Fighter
Race = Monster
form = none
penalty = none
immunity = none
Misc Options = none
item = none
attack = 4,1,0,attacks,
attack = 4,1,0,attacks,
Undead = none
\(END)

\(BEGIN)
name = Bozak
icon file = icon_DraconianBozak.png,0,2,48,48,0,1,2
miss sound = DEFAULT
hit sound = DEFAULT
move sound = DEFAULT
death sound = DEFAULT
intelligence = 14
armor class = 2
movement rate = 6
hit dice = 4.000000
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 17
magic resistance = 20
size = medium
morale = 40
experience point value = 250
Special Ability = draconianBozak
Special Ability = monsterLevel,4
Special Ability = monster_CombatantAlignment,evil
Class = Fighter
Race = Monster
form = none
penalty = none
immunity = none
Misc Options = none
item = none
attack = 4,1,0,attacks,
attack = 4,1,0,attacks,
Undead = none
\(END)

\(BEGIN)
name = Kapak
icon file = icon_DraconianKapak.png,0,2,48,48,0,1,2
miss sound = DEFAULT
hit sound = DEFAULT
move sound = DEFAULT
death sound = DEFAULT
intelligence = 9
armor class = 4
movement rate = 6
hit dice = 3.000000
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 18
magic resistance = 20
size = medium
morale = 40
experience point value = 145
Special Ability = draconianKapak
Special Ability = monsterLevel,3
Special Ability = monster_CombatantAlignment,evil
Class = Fighter
Race = Monster
form = none
penalty = none
immunity = none
Misc Options = none
item = none
attack = 6,1,0,attacks,
Undead = none
\(END)

\(BEGIN)
name = Sivak
icon file = DEFAULT
miss sound = DEFAULT
hit sound = DEFAULT
move sound = DEFAULT
death sound = DEFAULT
intelligence = 14
armor class = 1
movement rate = 6
hit dice = 6.000000
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 15
magic resistance = 20
size = medium
morale = 40
experience point value = 500
Special Ability = monsterLevel,6
Class = Fighter
Race = Monster
form = none
penalty = none
immunity = none
Misc Options = none
item = none
attack = 6,1,0,attacks,
attack = 6,1,0,attacks,
attack = 6,2,0,attacks,
Undead = none
\(END)

Giant Pseudoscorpion:
No idea, will stats for a giant scorpion help?

Allosaurus:
I can't find stats for this, but I can for a Tyranosaurus Rex
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on December 06, 2013, 02:52:46 PM
Level 4 probably for adventurers should be good to start with i guess, meaning they are already experienced and capable. They probably could deal with draconians and with one medusa.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: steve_mcdee on December 06, 2013, 03:08:22 PM
Hmmm.... Draconian special abilities. Are these functioning then?
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on December 06, 2013, 03:37:09 PM
Hm i think most of those can be simulated maybe. Like with text message after fight that they have turned to stone, or with some dmg rolls if they exploded ect. If not you can always use some excuse why they didn't worked.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 06, 2013, 03:40:12 PM
Hmmm.... Draconian special abilities. Are these functioning then?

3 of the 5, yes. :) Aurak and Sivak have not been written yet.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 06, 2013, 04:57:02 PM
Wow, thank you all for the quick reaction.

Stats for a Giant Scorpion would do, the main difference is that Pseudoscorpions have the poison glands in their scissors.
I will not need some of the special abilities - only those that are not based on magic, for example posion - yes, petrifying - no.

(Well, the petrifying in Medusas is not real magic, I am aware of that.)

Tyrannosaurus rex is okay, I could slightly alter the stats then.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 06, 2013, 05:22:01 PM
Here are the remaining 2...

Giant Scorpion:
\(BEGIN)
name = Giant Scorpion
icon file = icon_GiantScorpion.png,0,2,48,48,0,1,2
miss sound = sound_Miss.wav
hit sound = sound_Hit.wav
move sound = sound_MonsterMoveInsect.wav
death sound = sound_MonsterDeathMedium.wav
intelligence = 0
armor class = 3
movement rate = 15
hit dice = 5.000000
treat HD as hit points = yes
hit dice bonus = 5
THAC0 = 13
magic resistance = 0
size = medium
morale = 40
experience point value = 800
Special Ability = monsterLevel,7
Class = Fighter
form = animal + none
penalty = none
immunity = none
Misc Options = none
item = none
attack = 10,1,0,attacks,
attack = 10,1,0,attacks,
attack = 4,1,0,stings,monsterPoison
Undead = none
\(END)

Tyranosaurus Rex:
\(BEGIN)
name = Tyanosaurus Rex
icon file = DEFAULT
miss sound = DEFAULT
hit sound = DEFAULT
move sound = DEFAULT
death sound = DEFAULT
intelligence = 0
armor class = 5
movement rate = 15
hit dice = 18
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 5
magic resistance = 0
size = large
morale = 25
experience point value = 5000
Special Ability = monsterLevel,18
Class = Fighter
form = animal + none
penalty = none
immunity = none
Misc Options = none
item = none
attack = 12,1,0,attacks,
attack = 12,1,0,attacks,
attack = 8,5,0,bites,
Undead = none
\(END)


now, for your Special Abilities (SA), look through the SA database. For the most part, I have named each SA to relflect what it's used for and/or who it is used by. :D When you get too frustrated, ask me for help. :D :D :D
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on December 07, 2013, 02:31:25 AM
Yeah lol that was quick :) i have to learn to make monsters stats for DC :D
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 07, 2013, 03:16:34 PM
Nice, this will help very much!
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 07, 2013, 03:55:07 PM
I had all of these except the t. rex already done, and since I've done this hundreds of times, it doesn't take very long for me to create a new one. It takes a bit longer if I need to write special abilities (sometimes a lot longer).
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on December 07, 2013, 04:06:12 PM
Interesting thanks for explanation :) i hope i will be able to add my own soon if needed, most likely NPCs but maybe some other races too.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 10, 2013, 04:24:16 AM
I had some ideas to spice this design up, but it would be helpful if somebody could answer the following questions:

1) Has anybody experimented with setting the time back in a design? (Time travel, so to speak?) Would this cause problems?

2) I recognized there is a "destroy drow equipment" option for items. What exactly is it and does it work in the newest version of DC?
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on December 10, 2013, 07:44:06 AM
1. I was thinking lately about seasons in a module for example events in autumn, winter, spring and summer. I wasn't thinking to do time travel but it could work meaning to do things before few years making some decision. I guess it could work but depending on what you are up to it probably would have to be a bit harder then usual.

2. Well drow equipment like vampires don't like sun so it gets destryed in contact with bright sunlight. I am not sure for newest version of DC how it goes.

Few more advices from my point of view, what i would like to see though of course i realize it is not easy to do, from my designing expereinces:

I am not sure how the perfect game looks like but it shouldn't be too difficult to finish,

I would like to see developed characters like being able to make them exportable or at least recognizable. Also some info about races and world should be in games just to make it more real and believeable,

Story to be not dependent of characters who are playing.  It would be cool if characters could be used in game no matter if they are already in party.

Would like to see some nice NPC pregens to be also available at start if player is to lazy to make characters. They also could be met later in the game. I am not sure if this is possible to check if the NPC is in the party already :) but still it could be possible just to certain NPC asks something from the party no matter if he is in already or just been met.

Anyway those are my suggestions, hope it helps. Would like to play it and well just would like to talk of anything that might improve it, Friedrich revenge still waits for me btw, hope i will finish it this time :D.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 10, 2013, 06:37:06 PM
1) Has anybody experimented with setting the time back in a design? (Time travel, so to speak?) Would this cause problems?
1. I was thinking lately about seasons in a module for example events in autumn, winter, spring and summer. I wasn't thinking to do time travel but it could work meaning to do things before few years making some decision. I guess it could work but depending on what you are up to it probably would have to be a bit harder then usual.
Well, my question was not so much how hard it will be to do it... :) I only thought that the game could perhaps crash or something like that. Maybe nobody has ever tried it...

Doing seasons is not really a problem, you would need a step event keeping track of the days and then the environment should change accordingly. Manikus' moon phase tutorial is the same thing with another cycle...

2. Well drow equipment like vampires don't like sun so it gets destryed in contact with bright sunlight.
Aha! I must have a closer look at this.

Few more advices from my point of view, what i would like to see though of course i realize it is not easy to do, from my designing expereinces:
I am not sure how the perfect game looks like but it shouldn't be too difficult to finish,
I would like to see developed characters like being able to make them exportable or at least recognizable. Also some info about races and world should be in games just to make it more real and believeable,
Story to be not dependent of characters who are playing.  It would be cool if characters could be used in game no matter if they are already in party.
Would like to see some nice NPC pregens to be also available at start if player is to lazy to make characters. They also could be met later in the game. I am not sure if this is possible to check if the NPC is in the party already :) but still it could be possible just to certain NPC asks something from the party no matter if he is in already or just been met.

There will only be pre-generated characters, and no choice concerning party composition - it is a design that connects Friedrich's Revenge with Helmetlands - Praeludium, so there is not much freedom concerning who should be envolved. I will surely also do a design the way you want it (with exchangable characters), but not in this case.

There will be computer terminals in the game allowing get some information about the world. Information about the characters can also be gained by using computers and other objects, and by activating dialogs between the characters.

By the way: NPC in party/not in party is one of the usable event triggers. So if you plan on doing an own design with the option of NPCs joining the party at different times, that wold not be a problem.

The game will look like Friedrich's Revenge, but this time probably with red frames:
(http://imageshack.us/a/img854/8357/tuqe.png)

Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on December 11, 2013, 04:38:07 AM
Great :) i guess i still have lots to learn. For seasons i was thinking about that though not seriously, hm and i was thinking about changing textures of walls for example for trees to turn to yellow and to leaves fall off. Hm i am not sure if that is possible but thanks for the tip about moon changing tutorial i will try it probably some time in the future and for everything else that might improve my knowledge about DC/FRUA :).

That picture btw looks good and I am waiting for design to play, and maybe learn something from it :D as i yet can't do much more then basic things unfortunately.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 11, 2013, 08:12:31 AM
There are relatively simple ways to change walls in game (there are also tutorials for that), so changing seasons are doable (even relatively easy, if you combine two of Manikus' tutorials...).

Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on December 11, 2013, 09:51:36 AM
Thanks for leting me know that, hm i might start working on it. Can you please link me to those tutorials if it is not to much to ask?
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 11, 2013, 12:53:18 PM
Look here:

http://ua.reonis.com/index.php?topic=1759.0
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 11, 2013, 01:28:56 PM
I just found that re-setting the time to day one, 0:00 does not result in a game crash or something... that's nice! For some reason, I thought it might cause problems.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 11, 2013, 01:53:35 PM
I just found that re-setting the time to day one, 0:00 does not result in a game crash or something... that's nice! For some reason, I thought it might cause problems.

This was something that Paul planned for. :D
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on December 11, 2013, 01:54:09 PM
Thanks :D
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 11, 2013, 02:00:17 PM
This was something that Paul planned for. :D

Impressive!
This allows me to do something very cool (at least I think it is  8) ) in Friedrich's Fault. And I do not mean time travel, hahaha!
:evil6: Hahaha haha... ha!
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 11, 2013, 02:18:49 PM
This was something that Paul planned for. :D

Impressive!
This allows me to do something very cool (at least I think it is  8) ) in Friedrich's Fault. And I do not mean time travel, hahaha!
:evil6: Hahaha haha... ha!

When we were working on this, i briefly thought about trying to make a Joyceian design, but I have a hard enough time figuring out regular designs... :D
(I mean int he style of James Joyce, where you would play the design for a certain length of time as one character, and then go back to the starting time and play as a second cahracter, etc.)
Now, I plan to use this to leap forward and back in a kind of time travel. Maybe. If I can figure out what I want to do. ;)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: steve_mcdee on December 11, 2013, 06:34:00 PM
Currently the clock counts "days", "hours" and "minutes" of Game Time. - eg, it is Day 4.

This does not really work that well for simulating time travel, in my opinion.

Assume the party travels into the future. Day 4 changes to Day 24. But that suggests it is the party's 24th day of questing. In fact, it is only the party's 4th day of questing.

For the concept of time travel to work there really needs to be an objective standard of time that is not fixed by reference to the party (ie, a calendar -- ideally, configurable by the designer in terms of Month names, number of months, number of days in each month). Because the party will have been adventuring for only 4 days (it is still Day 4 for them) but the calendar has moved on 20 more days.

Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 11, 2013, 07:41:45 PM
Nothing says the quest has to be tied to days in that way. ;) You can run a script that keeps track of all of the time travel.

Plus, I hadn't even thought about tying time travel to a quest. But now I will. :D
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 17, 2013, 03:52:00 PM
Thanks to Manikus's help, I can now show an example for combat in Friedrich's Fault. I fear I have to do a lot of combat icons now.  ::)

(http://imageshack.us/a/img822/9697/ceve.png)

I used the Erynis data for the demon monster, seems to work...
By the way, could you provide me with data for a ceratopsid, Manikus, for example Triceratops? Or Styracosaurus, if there is data for this one?

EDIT: I will of course improve the background, it does not yet look convincing enough to me...
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on December 18, 2013, 02:35:28 AM
That looks good :D well for me it looks really nice and looking forward to play it. I think i should work harder on my mods :D.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 18, 2013, 01:23:12 PM
Dinonykos sets a pretty high bar for us all to strive for. :D
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on December 18, 2013, 02:00:57 PM
Yeah, icons looks great btw, very cartoonish.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: steve_mcdee on December 18, 2013, 02:07:32 PM
Dinonykos sets a pretty high bar for us all to strive for. :D

He needs to be careful. We might just give up...
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 18, 2013, 02:10:12 PM
Dinonykos sets a pretty high bar for us all to strive for. :D

He needs to be careful. We might just give up...

Just wait to see what I have planned to do my part of bar reaching. ;)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on December 18, 2013, 02:30:35 PM
I am waiting for that seriously :)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 19, 2013, 05:36:10 AM
Dinonykos sets a pretty high bar for us all to strive for. :D
He needs to be careful. We might just give up...
Well, what you show in your "Dragons of Duplicity" screenshots looks much more professional, the screen layout is great. Same with some of Manikus' screenshots and demos. Some other projects look very promising, too.

I also liked the Demo "Downtown" by Granamedia (very nice use of sound effects in the latter).

What I am really longing for is a design by Uatu. I would even be fine with a small demo-like thing, just to see how his art looks in game. I think with his art, Uatu has perhaps the greatest potential among us for what I value highest concerning graphics: consistency.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on December 19, 2013, 05:55:25 AM
I was wondering about that today :) even looked those screenshots of game on his website. His art is really good, i am sure mods would be also without doubt.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 19, 2013, 03:05:09 PM
Could anybody give me a hint how I can apply quick regeneration (wolverinesque) to a character - in combat, without a spell? 
As far as I know, to do this in SHUA, designers would have used a cursed item. But maybe something could be done wit special abilities?
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 19, 2013, 03:07:43 PM
Could anybody give me a hint how I can apply quick regeneration (wolverinesque) to a character - in combat, without a spell? 
As far as I know, to do this in SHUA, designers would have used a cursed item. But maybe something could be done wit special abilities?

Is this a monster or a PC/NPC?
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 20, 2013, 02:53:22 AM
A pre-generated PC (Gordon from "Friedrich's Quest" and "Cold Trail").

(http://imageshack.us/a/img10/5823/qhhd.png)

In other designs, I used an event tied to the character to give him 100% hit points (in Friedrich's Quest, there was the risk of losing hit points, in Cold Trail, it depended on food supply). But I assume this will not work in combat...  :-\

EDIT: In worst case, it would be fine with me if this talent would not be usable in combat, you could easily find an explanation for that (adrenalin surpressing regeneration/needs concentration...), but of course, it would be great to have it.

By the way, of course I would also be interested in HP-regenerating monsters. Aren't there any in the D&D bestiaria?
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 20, 2013, 09:52:12 AM
I have good news and I have good news. ;)

Please bare with me as I am not at my own computer (called away out of town unexpectedly yesterday afternoon, I do have access to DC, but not on this computer as it's an Apple)...

You can add Special Abilities (SA) to NPC in the NPC editor - I think this would be the best way to add regeneration. This SA can be written to work outside of combat or in combat or both. :)
You can also give regeneration to monsters. :)
And the best part for you is that two monsters (maybe more) in the default monster database have this ability, so you can look them up to see what it is called exactly and then look in the SA database to find the correct SA and see how it works. The monsters are Red Slaad and Troll. The SA will be in a line in the text file that begins "Special Ability = " and contains the word "regeneration" after that, and in the editor there is a button for adding SAs to monsters - click on that and all will be listed. The parameter of the SA determines the amount of regeneration. I believe that the current form of the SA only works in combat, but I might be wrong.

If you have any questions about how it works (once you track it down of course), please feel free to ask - post the regeneration SA with your question, and nologgie or myself will be able to help.

(I will be checking here frequently as I am expecting emails. I have ample free time to work on this with you. :D )
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 20, 2013, 01:59:47 PM
Please do not overestimate my scripting abilities. So, what I found in the specialAbilities is this:

\(BEGIN)
name = monster_Regeneration
[StartCombatRound] = $VAR chr; // character
-$VAR hp; // hit points
-chr = $IndexOf($CharacterContext());
-hp =

$GET_CHAR_HITPOINTS(chr);
-$IF (hp >=# $GET_CHAR_MAXHITPOINTS(chr)){$RETURN;};
-$SET_CHAR_HITPOINTS(chr, hp +# $SA_PARAM_GET());
\(END)\

and

\(BEGIN)
name = monster_TrollRegeneration
[StartCombatRound] = $VAR tgt;
-$VAR currHP;
-$VAR round;
-tgt = $IndexOf($Myself());
-currHP = $GET_CHAR_HITPOINTS(tgt);
-round = $GetCombatRound();
-$IF (currHP <# 42)
-   {
-      $IF ($SA_COMBATANT_GET("timeToRegen") == "-?-?-")
-      {
-         $SET_COMBATANT_SA($Myself(),"timeToRegen",round +# 3);
-      };
-   };
-$IF (round ==# $SA_COMBATANT_GET("timeToRegen"))
-   {
-      $RETURN $SET_COMBATANT_SA($Myself(),"monster_Regeneration",$SA_PARAM_GET());
-   };
\(END)

I also see that the Trolls have the line

Special Ability = monster_TrollRegeneration,3

in their data.

But I assume I cannot just add monster_regeneration to the SAs of Gordon, or can I?
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Paul R. Stevens on December 20, 2013, 02:17:19 PM
Quote from: Dinonykos
But I assume I cannot just add monster_regeneration to the SAs of Gordon, or can I?

You could add it but it would not accomplish anything.

The name of the SA you want to add is "monster_Regeneration".
Not a big difference....but a very important difference.

You should be able to add that SA to any monster if you
want it to enjoy the benefits of the SA.  When you add
this particular Special Ability, you will want to specify the
parameter.....the parameter appears to define the number
of hitpoints regained per round of combat.

The hook is documented here:
http://dianneandpaul.net/UAF/Help/SAStartCombatRound.html

And you can see that it must be attached to a combatant
in order to accomplish anything.  Manikus will have to explain
how the SA gets attached to a combatant.  It must be that
there is a "regeneration" SA that causes the 'monster_Regeneration"
to get get attached to the combatant at start of combat.  You
did not mention finding that in the database.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 20, 2013, 02:46:53 PM
Hm... as I have just told in the other thread, after (naively, as I see now) trying to add a special ability to one of my NPCs, the "specialAbilities" file was obviously changed (at least the file date has changed to today), and now I have the same problems with combats I had early before using the newest version of this file. I hope I can solve this be re-importing the special abilities...

I do not think I will dare to change the SAs soon again...

EDIT: OKAY... I over-reacted, I just realized that the *.dat files are always renewed when the design is saved. But the problem that I cannot get more than 1 opponent into combat remains...
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 20, 2013, 03:27:12 PM
Paul is so right about SA names - one typo or letter in the wrong case and DC will treat it as another SA. :)

You definitely want to use "monster_Regeneration" and the parameter is how many points your NPC will regenerate each round.
Perhaps Paul means something that I am missing, but according to the Help, each combat round, DC will check the combatants for a script 'StartCombatRound'.  The SA containing this script (whether given to NPC or monster) is given to the combatant. Correct Paul? If not, then I"ve got some serious script correcting to do. ;)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Paul R. Stevens on December 20, 2013, 04:06:07 PM
Quote
each combat round, DC will check the combatants for a script 'StartCombatRound'. 

At the start of combat, each combatant has
exactly one Special Ability, namely "Competing".

If a combatant is to have another special
ability, it must somehow be given to him.

Quote
The SA containing this script <StartCombatRound>(whether given to NPC or monster) is given to the combatant.

That is good.  But you have not told us how the Special
Ability named "monster_Regeneration" is given to
the combatant.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 20, 2013, 04:12:26 PM
I got the impression that I cannot simply add "monster_Regeneration" with a parameter of "3" to the pre-generated character. At least, the character did not regenerate any hitpoints in combat (though having lost more than 3).
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 20, 2013, 08:47:55 PM
Quote
each combat round, DC will check the combatants for a script 'StartCombatRound'. 

At the start of combat, each combatant has
exactly one Special Ability, namely "Competing".

If a combatant is to have another special
ability, it must somehow be given to him.

Quote
The SA containing this script <StartCombatRound>(whether given to NPC or monster) is given to the combatant.

That is good.  But you have not told us how the Special
Ability named "monster_Regeneration" is given to
the combatant.

You seem to be saying, Paul, that if I create a monster and attach a SA to it, that there is not way that on it's own the SA will be on the combatant. (by on it's own I mean without Competing calling it or a spell being cast on the combatant, etc) Is this correct? I am sure we must be misunderstanding one another, because this would make it seem like it's kind of worthless to assign any SAs to monsters.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Paul R. Stevens on December 21, 2013, 02:34:50 PM
We are probably talking apples versus oranges
here.

I was talking specifically about the Hook (Script name)
named "StartCombatyRound".

The documentation says that the engine searches for
this Hook only in the 'Combatant' Special Abilities.

The combatant has only one Special Ability at the start
of combat: namely "Competing".  The Combatant will not
have a Special Ability named "monster_Regeneration"
unless you somehow give it that Special Ability.

Giving a Special Ability to a 'Monster Type' in the editor
will not give it to a monster Combatant during
runtime unless you take some special
action to have it happen.  An obvious place for you
to do this would be in the global Hook named
"CreateMonsterCombatant".

I think all of this is correct.  Speak up if you disagree;
perhaps I added some automatic SA transfer that
I have forgotten.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 21, 2013, 03:16:13 PM
We are talking about different things. Which is good. :D

I wanted to have this conversatoin here in the forums so that folks will walk away with two things, 1) SAs work in different settings and 2) that we are both open to discussion about how they work and why they work the way they do.

While I do completely understand what you are saying now, Paul, my earlier comment about needing to fix some SAs still holds. A quick glance through the database shows me a number of them that will never be called. Hopefully they are ones that I wrote long ago and never updated. :)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Paul R. Stevens on December 21, 2013, 03:40:33 PM
Quote from: Manikus
SAs work in different contexts

Unfortunately, we have not mentioned 'contexts'
yet.  That is an entirely different topic that causes
confusion among even the guild leaders.  I fear
you may have just used the word in an improper context.
 ::)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 21, 2013, 04:36:24 PM
(http://imageshack.us/a/img163/8688/pw57.png) (http://imageshack.us/a/img811/3363/rcsq.png)

On the right side, you can see the Styracosaurus in combat...
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 21, 2013, 04:59:35 PM
Quote from: Manikus
SAs work in different contexts

Unfortunately, we have not mentioned 'contexts'
yet.  That is an entirely different topic that causes
confusion among even the guild leaders.  I fear
you may have just used the word in an improper context.
 ::)

You are correct. I changed my above post to use "setting", as context does indeed mean something else. :)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on December 21, 2013, 05:08:04 PM
That pic looks great :) i definitely like your cartoonish style of your characters.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 23, 2013, 07:14:27 PM
(http://imageshack.us/a/img163/8688/pw57.png) (http://imageshack.us/a/img811/3363/rcsq.png)

On the right side, you can see the Styracosaurus in combat...

I bet you thought that I forgot...it just took me a while to get to it. ;)

Okay, in this example, I've used an SA on my NPC called "_NPC_Regenerate"

And then I added this code into the Competing SA, in the OnStartCombat script...
Code: [Select]
$IF ($GET_CHARACTER_SA($CharacterContext(),"_NPC_Regenerate") != "-?-?-")
{
$DEBUG ("Competing - OnStartCombat");
$SET_COMBATANT_SA($CharacterContext(),"_NPC_Regenerate","");
};
 
You can take the debug out, but leave it in at first to make sure it's being called.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Paul R. Stevens on December 23, 2013, 08:54:46 PM
Ok.  Now that you have shown us how the
'Combatant' gets the "_NPC_Regenerate", might
it be nicer if we search additional places for
"OnStartCombat" hooks?

If we search the 'Character' and 'Monster-type'
for hooks named "OnStartCombat" then you can
dispense with the "$IF" statement and have
everything take place in the monster definition
or the NPC definition and not diddle with the
'Competing' Special Ability.  Do you see how this
would remove one layer of reference and get
rid of the conditional statement?  And make it
the whole structure more scalable since you would
not have to add dozens of "$IF" statements to the
"Competing" hooks.

I'll change UAFWin for free if you will promise to
attempt to take advantage of the feature.  I'd like
it much better if scripts did not have to search for
Special Abilities but rather that Special Abilities do
the work themselves.  That is the grand design.
Besides, it is very easy for me to add additional
search locations for existing hooks.  And it is relatively
efficient at runtime.

P.S.
Watch out!  After we agree to this, I may want to remove
yet another layer of reference! 8)  So don't rewrite
everything instantly.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 24, 2013, 07:00:36 PM
Okay, in this example, I've used an SA on my NPC called "_NPC_Regenerate"

And then I added this code into the Competing SA, in the OnStartCombat script...
Code: [Select]
$IF ($GET_CHARACTER_SA($CharacterContext(),"_NPC_Regenerate") != "-?-?-")
{
$DEBUG ("Competing - OnStartCombat");
$SET_COMBATANT_SA($CharacterContext(),"_NPC_Regenerate","");
};
 
You can take the debug out, but leave it in at first to make sure it's being called.

I admit at the moment this is beyond my limits - but maybe I will come back to this topic next year.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 24, 2013, 08:50:11 PM
Paul, I am more than happy to take away a layer. :) IN fact the more layers taken away the better..

I will not start rewriting all of the SAs just yet, then. But if I rewrite and then have to rewrite again, at least I'm getting some good practice in. :D

Dinonykos, it's really not as difficult as it seems, but as Paul has said, if you wait a little bit, it will get easier because he will remove a layer of what we need to do with scripts (having one point to another in this instance).
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Paul R. Stevens on December 24, 2013, 09:25:43 PM
This is at once exquisitely simple and totally mind-boggling.
Mind-boggling in the sense that it is requires a lot of time
to twist one's mind around the structure of Special Abilities
and hooks.  And mind-boggling in the sense that something
so simple can be so powerful when used --correctly--,
whatever that means.

I will explain but I do not expect instant understanding.

During Combat we want to add hitPoints every round
to some particular type of monster.

It just so happens that the engine runs Scripts (Called
'Hooks' in this case) for every combatant at the start
of every round.  That seems like an ideal place for a
script to add points to certain monsters.  The name of
this hook is "StartCombatRound".  This hook is documented
at:
http://dianneandpaul.net/UAF/Help/SAStartCombatRound.html
This document says that the engine searchs the Special
Abilities for each combatant, looking for a script named
"StartCombatRound".

Well, the only Special Ability that a combatant has by
default is the Special Ability Named "Competing".  So we
could add the script named "StartCombatRound" to the
Special Ability named "Competing" and the script could
check to see if the monster is special and, if so, add some
hitpoints.  This is what Manikus did at first.  I complained.

I don't like scripts that look like this:
If (monster is goul) hp+3
If (monster is skeleton)  hp+4
If (monster is wisp) hp+5
If (monster ........  etc etc etc

So Manikus did it better than that.  He gave
the special monster a Special Ability named
'monster_Regeneration'.  Now the script can
handle any such special monster with one
statement:

If (monster has "monster_Regeneration") hp+SAparameter.

So, in the case of the three monsters in our example, we
would use the editor to give a Special Ability to each:
goul gets monster_Regeneration,3
skeleton gets monster_Regeneration,4
wisp gets monster_Regeneration,5

And the script uses the fact that the monster has
such a Special Ability (plus the parameter of that
Special Ability) to update each monster's hitpoints.
But I complained once again.  I don't like scripts
that look like this:

If monster has monster_Regeneration then do AAA
If monster has monster_Speed then do BBB
If monster has monster_Disease then do CCC
etc etc etc.

I said that if a monster has (for example)
monster_Regeneration then that Special Ability
should do whatever work is necessary without
having a script check to see if it is present and then
doing whatever work the Special Ability should have
done for itself.  So, my first plan (the one described
but which will be further crafted in the future) does
it this way:  The Special Ability "monster_Regeneration"
will add an additional Special Ability to the combatant.
That new special ability will implement the hook named
"StartCombatRound" and will add the hitpoints itself.

So....it would work like this:
1) Start of combat.  Run the "OnStartCombat" hook
that is attached to the "monster_Regeneration"
Special Ability.  That hook adds a Special Ability
named (for example) "AddHpEveryRound" to the
combatant (and provides the parameter #hitpoints).
2) The Special Ability "AddHpEveryRound" has a
script named "StartCombatRound".  This script
adds hitpoints to the combatant to which it is
attached.
3) At the start of every round we search the combatant
for a hook named "StartCombatRound".  We find one
in the combatant's Special Ability named
"AddHpEveryRound".  The engine runs that script and
the monster gets regenerated.

Now the Special Ability "Competing" will have a script
named "StartCombatRound" that will look like this:

<empty>  // All work done by the Special Abilities that want it done.

As I say, however, I will complain about this, too.
But let us take one step at a time.  When we are
finished with all the steps, the whole process will
take place very smoothly, automatically, and even
a little bit more transparently.  And the engine will
do all the work quickly and for for free. 

I think the power comes from the two layers of
indirection with each layer being a content addressable
database with arbitrary names.  It is said that any
problem can be solved with additional layers of
indirection.  Solved in theory at least.

Any more questions?
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Orgetorix on December 25, 2013, 09:33:13 AM
Any more questions?

Certainly, how would for instance a Troll's regeneration be handled? Considering the fact that by rule they only start to regenerate 3 rounds after they have first sustained damage. Also any damage they have taken from fire or acid can not be regenerated. If not killed outright by unregenerateable damage, eg... fire or acid, and only incapacitated. They will continue to regenerate lost HP, until they are at a positive number, then they will stand back up and be able to continue the fight. The trick in the goldbox games was to have one of your players stand on the spot where the troll fell, so that they could not stand back up. I consider this an exploit.

In another vein, what would be required to have an odd number of regeneration per round, eg... a creature that regenerates at the rate of 3 HP every 2 rounds, or in other words 1.5 HP a round? 
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Paul R. Stevens on December 25, 2013, 10:00:12 AM
Quote
what would be required to have an odd number of regeneration per round, eg... .... 3 HP every 2 rounds

That one is pretty easy..... (pseudo-code)

HP =+ (1 + ( roundNumber%2 ))

Notice the absence of "IF" statements...usually good.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Paul R. Stevens on December 25, 2013, 10:16:57 AM
Trolls?  Hmmmm...fun stuff.

Firstly, it seems we need to know in which round
the creature first sustained damage.  So, when he
sustains damage we do the following: (pseudo-code)

*****firstDamageRound is an SA to be attached to the creature*****
If 'firstDamageRound' == 0) then firstDamageRound = currentRound.

There.  Now we know the first round in which the creature was
damaged.

Next, we need to know how many regeneratable HP have
been subtracted so that we can add that many back as he
regenerates them.  So, when the creature suffers damage
we need to do the following:

********regeneratableHP is an SA attached to the creature****
if (damage is not fire or acid) then regeneratableHP += damage.

Now we know how many points can be regenerated.

And modify the regneration script to :
1) Skip regeneration if round is not three greater
than firstDamageRound.
2) limit the regeneration to regeneratableHP
3) (I suppose but it is not perfectly clear from your
explanation) subtract the amount of regeneration from
regeneratableHP.
4) Make the creature status 'OK' if HP is positive.

Make sense?
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Orgetorix on December 25, 2013, 11:37:54 AM
Yes it does, thank you.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 25, 2013, 12:18:30 PM
Aren't monster SAs fun? :) When you start scripting these things, you realize just how arbitrary the decisions made by the folks who wrote AD&D can be. :D
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on October 31, 2016, 04:22:19 AM
Looking for an appropriate Halloween Pic, I found this sprite from "Friedrich's Quest" and also remembered that I planned doing another "Friedrich" design. I think the chances are quite good that I will return to the idea quite soon. I even found numerous unused/rarely used sprites depicting Friedrich and his friends in "horror" roles - maybe I should do a quick one-week design using these and call it "Friedrich's Halloween".

Happy Halloween!
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on October 31, 2016, 01:33:42 PM
Boo!

Nice halloween sprite. A halloween adventure sounds fun. :D
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 18, 2016, 10:54:37 AM
The "Halloween" adventure is going to be a New Year adventure with a lot of "Horror" aspects. It may replace "Friedrich's Fault".
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 19, 2016, 01:11:43 PM
Well, Dickens did give us the thosts of Christmas past, present and future. ;)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 20, 2016, 03:58:00 AM
There are also aspects like repelling evil spirits at the beginning of the new year and certain "Fastnachts-Rituale" which would put some sense into publishing a DC horror design in early 2017... :D

It will, by the way, not be a real horror scenario, rather in the area of "PG-rated". I will not even include combat, but use some ideas for mini games which will not be included in "Hide and Seek". I will post some screenshots soon.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 20, 2016, 01:34:28 PM
Sounds cool. :D I look forward to seeing the screenshots.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Uatu on December 21, 2016, 07:49:42 AM
Nice monster there!  And I also prefer not-real-horror-games myself ;)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 21, 2016, 07:57:45 AM
Here is the first screenshot...
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 21, 2016, 01:20:05 PM
Very nice. :) Are the figures on the right persistent or due to an event? Just curious. :D

Oh my, in the above line I was going to put "event/wall" but thought that would be silly, but I just relized that we can use walls to do something like that... (special wallset with new lines in the config.txt file). I don't know how feasible it will be, but I'll give it a try. :D Thanks for the inspiration.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on December 21, 2016, 01:36:12 PM
The big character in front is a big sprite.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on December 21, 2016, 01:42:18 PM
The big character in front is a big sprite.

Thank you. I plan on using your trick/discovery in a future design or two.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on January 11, 2017, 12:13:37 AM
I make significant progress with this one, attached are three examples from the 3Dview-window...
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on January 11, 2017, 01:15:24 PM
Very nice. :) What race is the little guy/gal?
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on January 11, 2017, 01:32:17 PM
The idea is that the VR room already known from the Friedrich Adventures creates horror/fantasy creatures based on the Marten characters... So this would be a Gnome on the Martens' Planet.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on January 11, 2017, 02:01:21 PM
The idea is that the VR room already known from the Friedrich Adventures creates horror/fantasy creatures based on the Marten characters... So this would be a Gnome on the Martens' Planet.

Got it. That sounds very intriguing. You come up with some of themost interesting stuff. :D And then you draw great art of it.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on January 12, 2017, 02:14:03 PM
Well, the virtual reality room thing is of course a motive also known from certain movies, TV shows and comics...
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on January 12, 2017, 02:55:06 PM
These look greaat.

Something that you do quite nicely, which I aspire to do, is to populate your designs. Your use of NPC walls and sprites makes it seem like the party is not the only thing in the game. :D
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on January 13, 2017, 05:30:48 AM
Something that you do quite nicely, which I aspire to do, is to populate your designs. Your use of NPC walls and sprites makes it seem like the party is not the only thing in the game. :D

I think this is one of the most important aspects for me (populated designs and interaction with NPCs), particularly because I am not so much a fan of combats. It does not necessarily need to be done graphically - for example, I liked how Nol Drek achieved a populated village in "The Village of Hommlet".
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: steve_mcdee on January 13, 2017, 02:07:37 PM
I agree, this is a great aspect of your designs, and you do it very effectively.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on January 13, 2017, 02:20:19 PM
You make an excellent point. Graphics are not the only way to "fill up" teh empty spaces in a DC design. Sound and text are great ways to add atmosphere as well a sense of life. :)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on January 14, 2017, 05:42:45 AM
It looks great  ;D
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on February 20, 2017, 12:57:05 PM
I will put Friedrich's Fault/Friedrich's Fastnacht on hold to contribute something to the 1-week challenge. But I will certainly continue with this design, probably in March. Below is a page of the intro comic...
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on February 21, 2017, 01:29:44 PM
This page looks great, my friend. :D You put us all to shame, taking a break on a design to do another design. ;)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on February 22, 2017, 12:05:17 AM
When I posted the image, I realized I did not add the windows which can be seen in the 1st floor of the building in picture 2 to the following pictures (which are based on DC screenshots)... I corrected that yesterday... 

You put us all to shame, taking a break on a design to do another design. ;)
I plan to do two one-week designs...  ;D
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on February 22, 2017, 12:34:04 PM
Two? Surely not in the same week...two weeks back to back?
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on February 23, 2017, 02:41:17 AM
I am not sure. There are several projects which I will have to do/finish at work until March 13th, so finding appropriate time windows might be a challenge.
But I have already prepared most of the text and probably all graphics so that I should be able to do the DC-related work within a quite short amount of time.
One design will be "The Ambassador's Letter", a 2-level design featuring one of the characters from "Snow Tigress", and the other, "The Outback Ruins", will be a kind of "Indiana Jones" adventure (comprising 4 levels) and a direct sequel to "Rise of the Insectoids". 
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on February 23, 2017, 12:52:11 PM
Impressive. :D I look forward to playing these.

I think it's kind of funny that you are apologetic for what you think is taking a long time but the reast of us think is super fast. And then factor in that you are doing your own art, all of the pieces needed, and it is doubly impressive. ;)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on February 23, 2017, 01:37:03 PM
For some reason I seem to appear apologetic even if I don't intend to...   ::)
Concerning art, I will use numerous images which lurked in my DC folders for years and were never used, so I did not have to do that much...
In worst case, I might not finish one or both designs in time (until March 13th), but I like ProphetSword's idea and will thus see that I at least keep the 7-day rule.

Considering how many people want to contribute to the one-week-challenge compared to earlier challenges/contests during the past years, the idea must have hit the right nerve!
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on February 23, 2017, 02:01:33 PM
I think that it is amazing that over 20 years in to the life of FRUA tat there are any people still using it - it says way more about the quality of the community than it does about the software I think.
Actually, DC is quickly approaching the 20 year mark. Yikes!

I have always figure that you and Uatu must have quite a bit of art that we have not seen, because it is for an upcoming project or because it is not finished. I know that I have many, many walls that I have never shared, because I made them with the wall render tool, so they are just things that others could make in a minute or two.

I think even if you miss the deadline, keeping to the spirit of the challenge more than makes up for it. :D
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on March 20, 2017, 05:21:53 AM
One design will be "The Ambassador's Letter", a 2-level design featuring one of the characters from "Snow Tigress", and the other, "The Outback Ruins", will be a kind of "Indiana Jones" adventure (comprising 4 levels) and a direct sequel to "Rise of the Insectoids".

Since Prophet Sword has suggested to have another One-Week-Challenge later this year, I will postpone "The Outback Ruins" until then (but work on additional art and music, probably) and continue with Friedrich's Fault/Friedrich's Fastnacht and Hide & Seek during the coming months.

Afterwards, I think there are enough Helmetlands prequels and it is finally time to continue with the trilogy of medium-length games I promised in the "Helmetlands" thread (http://ua.reonis.com/index.php?topic=194.330).
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on October 21, 2017, 11:35:00 AM
I had hoped to be able to finish Friedrich's Fault until Halloween due to its "halloweenish" background, but I fear that will not work, not enough time for DC these days... :(

Well, maybe I can do it until Xmas.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on October 21, 2017, 02:46:24 PM
Your screenshot looks very nice. The color scheme looks more Halloween than Xmas, but just because it is dark, I guess.
We will be happy to play your game regardless ow chiever Holiday it comes out near. ;)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on October 22, 2017, 05:53:05 AM
It looks great  ;D I am having trouble keeping up with time limits too. But I hope we can finish and play things.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on October 31, 2017, 02:20:02 PM
Happy Halloween! Below is another screenshot from the design which I think fits well...
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on October 31, 2017, 02:22:25 PM
Lich looks awesome!
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on November 01, 2017, 03:33:21 PM
I think so too :)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on April 05, 2018, 03:42:20 PM
This project has become bigger than I planned in the beginning, because I wanted to incorporate homages to monsters from different games and cultures - and to characters from earlier Friedrich games... :)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on April 05, 2018, 04:02:13 PM
I am glad that you are still working on this. :D As always, the screenshotslook great.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on April 06, 2018, 06:54:49 AM
I am glad that you are still working on this. :D

I rarely completely abandon projects, but they may take much more time than planned or turn into a completely different direction.
I am still not sure about the direction of this design, but it will probably be completely free of combat, but feature several riddles and mini games.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Milos Gulan on April 06, 2018, 07:47:27 AM
They really look interesting. I need to start playing those games :) need to learn what I can from them ;D
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on April 06, 2018, 12:24:10 PM
I am glad that you are still working on this. :D

I rarely completely abandon projects, but they may take much more time than planned or turn into a completely different direction.
I am still not sure about the direction of this design, but it will probably be completely free of combat, but feature several riddles and mini games.

I have a hard time letting go of projects. :) I have many old oness that over the years I have updated the databases for only to have forgotten what my original plan was... (I usually have a text document stating the aim of a design, but yearss going by can make those cryptic)
I continue to be impresssed with your dedication to pojects and the awesome outcomes of those projects.
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on April 19, 2018, 04:30:35 PM
I think I finally have a good concept for this design. The mini games I want to include are a challenge. The Flow Control editor might be very helpful to do classic dice or simple card games...
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: manikus on April 19, 2018, 05:13:09 PM
Nice screenshot. :D

There are a number of dice games you can dowit the Flow Control event and some planning...I had been thinking about a game like Craps that used 3 dice instead of two, or possibly with 8sided dice. :) Actually with the Special graphics function, you can do a game of Yahtzee, but I think figuring it out would be more work than it's worth...

I look forward to seeing the mini-games that you come up with. :)
Title: Re: PLANNED DESIGN: Friedrich's Fault
Post by: Dinonykos on April 20, 2018, 03:38:34 AM
Actually with the Special graphics function, you can do a game of Yahtzee, but I think figuring it out would be more work than it's worth...
Maybe I am just becoming old, but some new features of DC kind of overawe me. The Flow Control is something I hoped for for years, and I could quickly understand how it works, but when it comes to special abilities, and also special graphics... Such features are probably easier than to use I think, and for many things you wrote nice tutorials, but still...
If all DC users would live in adjacent regions, we could do a workshop or seminar, during which you and Paul and other people with more insight could teach us.  ;D

I look forward to seeing the mini-games that you come up with. :)
In this game, I want to include:
a) A Mia/Liar's Dice variation with 4-sided dice: I see several approaches how to achieve this, one would include the flow control and really emulate the game, I also have one version in mind which would still include statistical factors (so that the player can decide logically), but be based on set outcomes.
b) A Dice game with two 7-sided "dice".
c) A few "IQ test" tasks.
d) A simple card game: This will not be a real emulation, but still give the player the illusion that it is real.
e) A treasure map.