Re: Irrlicht Port

#73
Hmm, just wondering about the physics engine, what do you think about stuff like glass in the testroom and ragdoll physics a la the 106 victim that falls from the ceiling? I swear, every time I check back here, it gets more and more promising.
It slep time bunner.

Re: Irrlicht Port

#74
I would love that falling off the railing death to be unique if the player died near a railing. Or if you were able to add in jumping mechanics so the player could jump off a railing and land on the ground with varying degrees of injury.
7 feet or less would result in the player stumbling to keep balance with an audible grunt.
9 to 12 feet would sprain your left or right feet with an audible "crack", the player wincing or yelping in pain before falling flat on the ground.
Anything higher like the gas bridge would make the player yell out in fright before crashing to the ground far below with an agonizing, gurgling grunt. This would cause instant death.
"Checklist completed, S.O.B."

Re: Irrlicht Port

#75
Omniary wrote:Hmm, just wondering about the physics engine, what do you think about stuff like glass in the testroom and ragdoll physics a la the 106 victim that falls from the ceiling?
I really like those suggestions, just found something in Irrlicht's documentation that allows for manual animation of meshes, so ragdolls can be done. I'll probably add this later in development.
Spiffycat wrote:Anything higher like the gas bridge would make the player yell out in fright before crashing to the ground far below with an agonizing, gurgling grunt. This would cause instant death.
That sounds cool, it might work for the 939 storage room. I'll consider it.

I've been improving the implemented stuff and I'm working on rooms now, hopefully the map generation algorithm can be ported before the weekend.

Re: Irrlicht Port

#76
I''m not really keen on the idea of falling off the railing. But maybe a way to stop random accidental slips (Once someone gets used to it) is if they had to be running at the railing with their stamina near 0 so they kinda trip.

Wouldn't it just be the meanest thing if this game actually had tripping?

Re: Irrlicht Port

#77
Spoiler
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T̶h̶i̶s̶ ̶i̶s̶ ̶n̶o̶t̶ ̶r̶a̶n̶d̶o̶m̶l̶y̶ ̶g̶e̶n̶e̶r̶a̶t̶e̶d̶ ̶y̶e̶t̶,̶ ̶b̶u̶t̶ ̶t̶h̶e̶ ̶c̶o̶r̶e̶ ̶o̶f̶ ̶t̶h̶e̶ ̶r̶o̶o̶m̶s̶ ̶s̶y̶s̶t̶e̶m̶ ̶i̶s̶ ̶p̶r̶e̶t̶t̶y̶ ̶m̶u̶c̶h̶ ̶d̶o̶n̶e̶.̶
Spoiler
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Each smiley face equals a room that spawns.

Re: Irrlicht Port

#78
I'm curious as to what your plan is for event implementation. Cause honestly, the best idea I can come up with right now is giving each room a function pointer corresponding to its event's update function. Either that, or someone spends an agonizing amount of time wrapping everything in this game and using a Lua interpreter. But this game doesn't have the modding community to warrant that kind of masochism IMO.
M-x dingus-mode

Re: Irrlicht Port

#79
MonocleBios wrote:I'm curious as to what your plan is for event implementation.
I was planning on using a virtual member function called room::update() that has a different implementation depending on each room. For rooms with several possible events, I could use a switch in the function.

I think this is a better choice than implementing the events with separate classes, because they don't actually need objects for themselves. Also, if two events do similar things, the switch would only be for things that are different.

The only disadvantage that I can imagine is that all rooms would be hard-coded into the game, but it doesn't matter anyway because the events already are.

Re: Irrlicht Port

#80
juanjpro wrote:I was planning on using a virtual member function called room::update() that has a different implementation depending on each room. For rooms with several possible events, I could use a switch in the function.
So each room is its own class with hard coded event/fill data, right?
I think this is a better choice than implementing the events with separate classes, because they don't actually need objects for themselves. Also, if two events do similar things, the switch would only be for things that are different.
Events in this game aren't designed to contain much more than a timer and a state machine, making a struct is just for readability at this point.
The only disadvantage that I can imagine is that all rooms would be hard-coded into the game, but it doesn't matter anyway because the events already are.
As I said earlier, the modding community for this game isn't nearly large enough to warrant working on a wrapper in order to load event/room data from a script.
M-x dingus-mode