Showing posts with label bonus. Show all posts
Showing posts with label bonus. Show all posts

Battle Engine

I have started implementing the battle portion of my roguelike game engine. There are a lot of variables involved. To determine whether you hit a monster, you must take the monster armor class into account. You must also factor in any bonus to hit with the weapon.

Once you do strike a monster, you must determine the damage inflicted. I check the weapon you are wielding. It will do some base damage, along with any bonus damage. And if we are doing damage, the monster must have some hit points.

So far I do not have the monsters fighting back. But that should be the reciprocal activities as when the player attacks the monsters. Of course if the player runs, the monsters will most likely follow. Not sure if I want to add regeneration to the player and monster hit points yet.

So far progress is pretty darn good. I don't know whether my battle system is the exact mechanics done with Dungeons and Dragons. But it is good enough for my game engine for now. The main thing I am testing for is whether the time it takes to kill certain monsters feels right.

Real Armor

Previously I had drawn some armor on the roguelike screen. But it was just characters on the screen. When you walked over them, you could not pick them up. All that has changed now. I improved the armor system in my game.

Armor now has a name. It also has a base and bonus armor class. Both numbers are randomly generated. If you want over a piece of armor, you pick it up into your inventory. I also implemented a limit to the amount of items you can hold in your inventory.

Next immediate step is to be able to display your inventory. Then I should try getting the equipment subsystem running so you can wield your armor. Finally I should compute and display your total armor class. This game engine is coming along just fine I say.

Armor, Weapons, and Monsters. Oh My!

There is good news and bad news about the progress of my roguelike game engine. The good news is that I added armor, weapons, and monsters. The bad news is that they don't do anything.

I just got the static symbology down on the maze. You can see the orcs. And you can see some armor and weapons. You just can grab any of the items. You also cannot attack any monsters. Neither will they attack you.

The interactivity is a task that is TBD. But it looks pretty good for now. I think I shall start with weaponry. If you can pick it up, I better implement the character inventory. And I guess you should be able to wield the weapon. So I should implement player equipnment management.

First things first. I need to determine the properties of a weapon. You would think I need number of hits, damage per hit, bonus for hit, and bonus for damage. To be flexible I might also want to record the symbol for the specific weapon. That will allow different weapons to be represented differently. That would be an awesome start.

Short Bow of Amrod

Recently I found the Short Bow of Amrod. I was excited when I read an *identify* scroll to figure out how this weapon would help me. It speeds my regeneration. That will allow me to free up my amulet slot (current I wear an amulet of regeneration). More importantly, the bow gives me a +2 bonus to both my strength and constitution. Both of these stats are low for me because I am a mage. This weapon should have little detriment as I already have an empty slot for a bow.

To tell the truth, I really don't know much about Amrod himself. All I do know is that he was a son of Feanor. His father Feanor is a much more famous character. Feanor made the Simarils. He also gave Melkor the name of Morgoth. And that is is who we are trying to defeat in the game of Angband. Who knows? Perhaps this bow from Amrod will help me to eventually achieve this goal.