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Re: ranged weapons?

Posted: Wed Feb 06, 2013 2:09 pm
by buddyCasino
You need a room model for graphic lighting effects. Right now the maps are just pictures. The only metadata about tiles is if they are walkable or map change areas (afaik). That should be enough in order to calculate if a shot can traverse a path. But it is too coarse for lighting.

Re: ranged weapons?

Posted: Wed Feb 06, 2013 8:20 pm
by Tomcat
buddyCasino wrote:You need a room model for graphic lighting effects. Right now the maps are just pictures. The only metadata about tiles is if they are walkable or map change areas (afaik). That should be enough in order to calculate if a shot can traverse a path. But it is too coarse for lighting.

I'm not talking about the kind of detail you'd need a room model for. About to post the topic in Developers forum, and you'll see what I mean.

Re: ranged weapons?

Posted: Wed Dec 30, 2015 8:10 am
by twirlimp
Ranged weapons could just have an ammo-limitation.

But yeah, mobs should be able to move during combat to follow player or flee.

I'll look into that in the code.

Re: ranged weapons?

Posted: Wed Dec 30, 2015 11:02 pm
by twirlimp
qasur wrote:I would highly suggest that most of the "ranged" weapons you see are really just for the look-and-feel of the game.

Ranged Weapons could be added to the game, as they have mentioned, but it would drastically change how combat works. Either by letting the MOBs move during battle and/or by allowing your character to target (and enter battle without being adjacent to the creatures). Those would drastically make ranged weapons the best weapons, unless they never got critical hits and had terrible accuracy, etc.
Five years later, and mobs can move in battle.

The game balance is something much easier: just add an expensive ammo restriction and increased miss chance that scales polynomially with distance/range..