Thanks! Glad to see there's at least one more masochist out there.
Update: Fire now has a larger area of damage and causes damage more rapidly. This means, ultimately, that it will spread to ether and trees more easily, and mean the player needs to be more careful keeping their distance.
Bees are done.
They will sting, poison, and omgwtfswarm in copious amounts. All injuries done to them are reduced to 1 damage - you aren't hurting the swarm as a whole, you're hurting individualmembers as you swing/fire into their mass. Some weapons get multiple hits, and as such function better, but trying to take a hive on with your fists, there's a pretty good chance you'll die horribly unless you move outside the radius of their hive.
Since they fly, they don't collide with creatures, so ranged weapons will only work if they haven't got you yet, otherwise they'll be too close. They also aren't slowed down by water or barricades. They're faster than you too.
On the plus side, swarms, as insectoids, are hostile towards the vast majority of lifeforms, making for a good distraction.
Now to try and reverse engineer item spawning.
Minor update: I've pretty much mapped out the individual components for start-spawn, periodic-spawn, and trash-spawn. Still gotta tie in the periodic spawn to take into account Habitat markers and work that way, but the foundation is laid.
Less Minor Update: The Plant Seed is complete (at least with the currently implemented terrain types). As is the Nest Seed. Now, whenever the Nest Seed passes by a tree, it will spawn a hive. In the event it doesn't pass near a tree before a 1/10000 chance happens (around ten seconds, on average), then the seed will instead drop a nest. If there aren't any trees on the map, then there's a 1/500 chance of the seed spawning a nest, otherwise the seed will self-terminate. Two more item seeds, then a creature seed, then the 4-5 control items for managing everything and the new system should be in place.
Update: Wreck Seed is done, and Trash Seed is done. Since next version all trees will be actual creatures (which have much more robust internal scripting), they will be responsible for dropping branches, or sometimes leaves, which will be how such materials will be sourced, rather than by random seeding.
Control items for the initial spawn up next. After that two creature spawners based on Habitat markers - one for Minor enemy spawns, one for Major enemy spawns, and finally the season-controlled area manager, which will be responsible for handling enemy spawning and generation of plants/pebbles and other natural materials during the game.
The Area Manager will be pretty simple: It will drop either an enemy seed (which will spawn immediately, just as happens now), or it will drop a Genesis seed, which will handle the time-based spawning the same as the current item seed, rather than having each spawner carry its own version of the code.
Just as currently, Genesis seeds will reduce the number of possible enemy spawns that can occur, until eventually enemy presence in the area has been neutralised for the rest of the day (however long remains until the oldest seed is spawned).
When it spawns, the seed can drop plants (Spring/Summer only), Mushrooms (Any time of year - also a chance of dropping as a "plant"), Pebbles (pebbles should spawn in bodies of water or stone), trees (Spring only), Nests, or Hives (Spring/Summer/Autumn). There's also a chance it won't drop anything, which is the most likely occurrence in the Winter.
If/when Marines are implemented, along with the previously discussed method of activating them, then genesis seeds will periodically drop trash items from Marine patrols active in the area. I'm planning for these to eventually extend as far as a burned out campsite that can be searched for the same types of detritus you might find at the beginning of the game.
I'm open to any suggestions for other naturally renewable resources.
Edited 12 years ago
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