2007
11.25

Frenzy!

Ok, a new FRENZY condition. This is a more complex condition than the existing ones :

  • you move % faster
  • you gain double stamina

When the condition ends, you lose all stamina.
Here is the associated potion :

and a skill using this condition :

I try to bring a new feature to the skill/condition system each time I add a new skill. There are pretty complex skills in Guild Wars and I have to simplify them a bit when I implement them. For example, the original Battle Rage skill has this feature :
“Battle Rage ends if you use any non-attack skills.”
I removed it since I have currently no way to know if a skill is an attack skill or not. Also, since I apply my “micro-step” development method, I don’t try to have the most generic skill/condition system each time, but just to have the job done. When I add the battle rage skill, my only goal is to have it working in the game, not being able to add any similar skills. With this method, the code tends to get a bit messy after a few updates, so I have to rework it a bit from time to time, but the method allows me to keep the motivation high. Sometimes, you’d better apply the KISS principle than trying to foresee all possibilities at a time when you don’t have enough detachment to do it.

I also improved the potions descriptions, following altefcat’s suggestion.

4 comments so far

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  1. Wasn’t it altefcat’s suggestion? 😀

    Nice progress per day. Now do those new AI flags and release the beta! 😀

  2. Oops… x_x

    Sorry for that, altefcat. It’s fixed.

  3. And… err.. yeah… the beta…
    In fact the progress that you see on the blog is only the result of the microstep method (always add small features to keep motivation high). They are not really needed by the beta and do not account for the delay. I don’t even think the Guard/Patrol AI will radically change the gameplay, it’s just that TCOD still lacks so many things to be an actual game that I can’t make up my mind to release it, for fear of not coming up to expectations.

    For example, the world is still totally empty, there is no tutorial, no inline help, no savegames, no highscores, …

    Ah, there is also this nasty performance issue : the more dungeons you enter, the slower the game is. This is easily fixed but I have to rewrite the world/region/map classes.

    Is it worth releasing it now or do I wait to have something more polished… For now, I’m hesitating.

  4. Well, even if it lacks polish (menus, save games..), I’d say the deciding factor should be content. Once there are enough things to discover that it’s actually interesting for a new player to discover the game world (even if not for hours on end, haha) I’d say it’s releasable in beta form.