The Secret Lives of Creatures

With a lot of academic work done the past fortnight, blog entries should returned to their regular schedule from here on. Additionally I’ve noted what people said about interest in hearing about the coding side of the game design – at some point (possibly next week) I’m going to produce a long entry with the details of the world generation system along with the options/variables you can alter in the world gen screen. For now, however, covering all the changes to creatures raises the next question – where exactly are they?

The map key has been redone, and offers the best demonstration of this. Intelligent creatures are located in settlements of a type unique to their species. Each letter for each settlement relates to the creature – ‘C’ for Cyclopes, ‘F’ for Fiends, ‘l’ for Lizardmen, ‘M’ for Minotaurs, ‘N’ for Nagas, ‘O’ for Ogres, ‘o’ for Orcs and ‘U’ for the Undead. Hence:

I don’t know how many of these will be programmed in for the first alpha. Cyclops Homesteads will definitely exist; they have already received a fair bit of work. I may also add in a few of the more unusual ones, but leave them devoid of creatures for now – you may be able to stumble onto labyrinths and necropoles but they won’t be occupied just yet. Well… maybe you’ll be able to find one Minotaur or so. Screenshots of these locations will come at a later date once I’ve done more work on them (creating and improving creature handling is currently taking up most of my coding time).

Additionally, I’d like to have some Shrines in the initial alpha (though, again, currently deactivated). The generation of deities is going to be semi-random; there’s a set list of potential god names and what they are worshiped by/what they represent, but the rituals/shrines associated with each one, and their particular personalities, will be generated anew each time. Additionally, only a selection of the potential gods will exist in any game. Nevertheless, shrines should vary significantly and there will be a few in the initial alpha, along with a few ruins too. Both of these may be infested with wild creatures, of course, so consider that a warning.

In the mean time, I’ve been working on how intelligent creature settlements fit into empires, territories, etc. As monsters do not group into full civilizations, their settlements are comparatively uncertain/short-lived things that won’t have anywhere near as much history behind them as any humanoid civilizations. Humanoid civilizations are generally unwilling to consider monsters as part of the empire, but will employ them as mercenaries and the like; therefore monster settlements either appear on the edge of a civilization and (rarely) are considered part of it; or, more often, they will be just outside a civilization’s territory. Some, of course – like Fiends and the Undead – will never, ever be part of a civilization.

Probably.

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:(

Sorry folks – no devblog entry this week. I’m just too snowed under with academic work right this moment. Next week things will return to normal, and even include a new screenshot or two; I’ll also try to get it uploaded early on in the day, so you have ALL of Monday to peruse its wonders. Imagine that!

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Building a Creature, Part 3

This is the next part of a series dealing with the new abilities, stats and other things creatures have (read back for parts 1 & 2). So, without further ado:

Blood.

This matters in three ways. Firstly, some creatures have blood, and therefore can bleed out. Secondly, creatures have varying amounts of blood depending on their size, physiology, and a few other factors. Thirdly, the blood of certain creatures behaves in certain ways and has other roles to play.

Bleeding out: any external injury to a creature can cause bleeding. Internal injures are handled differently. For instance, if a creature is hit in the chest with a blunt object, it may cause an internal injury but there is unlikely to be any blood from it. By contrast, a sword slash might cause no lasting internal damage but unleash a fountain of blood. When a creature has been cut, it will lose a set value of blood each turn, until either a) it dies, b) the wound clots, or c) the wound is tended to. Creatures can therefore die from being wholly exsanguinated; they would need a significant number of injuries to do so, but it can happen. This could be in the middle of a battle, or after the battle if they don’t get sufficient care. Creatures will sometimes pass out from blood loss before death.

Wounds clot after a length of time, which is again dependent on the species in question. Some creatures have impressive regenerative abilities, while the three main humanoid races, sadly, do not. Though I have not yet finalised how the system will work, wounds can also be tended to, which will both stop/staunch the blood loss, and aid recovery. Bleeding out is also particularly important when on your own – for instance, attack a creature at distance and wait for it to die – or when far from home and far from any kind of medical supplies.

Blood amount: some creatures do not have blood. The undead obviously lack any veins for the blood to go through anyway, and various constructs are blood-less (though they may  have an equivalent; more on this when I’ve pondered it further). Obviously, larger creatures have more blood, and are therefore trickier to kill by bleeding to death; a Titan has enough blood to keep it going until the next ice age (sometimes literally), while a wolf isn’t going to last very long with a major cut.

Unusual blood: some creatures don’t have ordinary blood. This is not to include constructs that may have something instead of blood, since I haven’t decided on that yet, but rather creatures with blood that’s just a little unusual. Some kinds of blood may burn on contact; some might have healing properties; some might have poisonous, disease-giving or hallucinogenic effect; and some might do other things I haven’t even thought of yet (do please suggest any you think of, readers). A few species that might be in the very first alpha have specific, planned, blood properties. Anyway, if you manage to acquire blood (I’ll leave the method up to your imagination) you can dip arrows or other weapons in it, or use it just like any other liquid.

Lastly, a question. Are people interested in more code-related blog entries? I’ve had a few people say they’d like to see, if not actual copy/pastes of code, but description of the details of some of the game mechanics in coding terms. Let me know if you’d like to see these, and I’ll try to include them in the future.

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Building a Creature, Part 2

In continuing on from last week’s discussion of new creature dynamics in URR, we have a few more new factors being added to creatures. These are being coded at the moment at the same time as all the fixes I’m putting into the map; I expect the fixes to be done by the end of this week, hopefully, though obviously redoing creatures from the ground up is a rather larger task.

Resistances

I’ve thought long and hard about how I want resistances to work in URR. I considered at first having fire/ice/shock resistance; then I added in things like poison/acid; but I felt this was getting too close to NetHack, and further away from the strategy game I was after. However, I knew there were two resistances I thought were particularly vital: there had to be creatures who took no damage from fire or lava (Fiends) and those who were unconcerned by the most deadly of poisons (Hydras, for example). Thus, there are only two resistances in URR; the ability to resist fires, and to resist poisons. These are not absolutes – they are on a scale, and while Fiends may have perfect fire resistances, some creatures have only partial. Same goes for poisons. There’s also going to be a variety of poisons with different sources and effects, but these will be the topic for a far future blog entry. As for how humanoids deal with these resistances; there will be some items that bestow varying levels of fire resistance, but poison resistance is a matter of finding the right cure/preventatives.

Climate

Different creatures like to live in different climates. You’ll never find a Cyclops or a Naga in the polar regions, and you’ll never find Yetis wandering around the desert. In general, this means creatures stick to their preferred biome as they become gradually less skillful and less willing to fight the further they go. This will have an impact if you recruit certain creatures from one biome to your army, then intend to march into another; Cyclopes will become increasingly unwilling to fight, and find it increasingly difficult to fight, the further towards the poles you go. It will take some time to become an issue due to the distances involved, but this is effectively to stop the player (or an AI commander) creating a stack of units that can win every battle, Civilization-style, and then simply moving it around the map. Similarly, humanoids recruited to your army will need slightly more appeasing the further from home you are. As for monsters, you may have to respond to the local fauna as you move…

Encumbrance

Just as I wanted to get rid of the clear cut-off between “alive” and “dead” for health – hence the application of limbs – I’ve thought more now about how I want encumbrance to work. Each creature has a maximum encumbrance, which is determined by their endurance. This is for everything they carry, from money (which does have a weight) to armor, weapons and everything else. This is also modeled as a scale – the closer to your maximum encumbrance you get, your attacks become gradually slower, and gradually less powerful, and for creatures with a speed advantage, that speed advantage becomes very gradually reduced too. This decrease in skills increases in speed the closer you get to your maximum encumbrance, and when you pass that threshold, there is a risk of hurting yourself from moving or attacking, or performing any too-complex action. Will you be able to kill yourself falling down stairs like in NetHack? Probably not to that extent, but we’ll have to see…

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Building a Creature, Part 1

This entry starts a series intended to discuss what goes into each creature in URR, and what stats they – and therefore you – have. Originally, creatures had a huge number of stats and were each uniquely constructed in the game – each had its own selection of limbs and its own unique code that handled when it was attacked. This was massively inefficient, and there’s a bunch of changes I’m making at the moment which should speed the game up; allow for a much greater variety of creatures; and make far more explicit to the player the strengths/weaknesses of each foe, and reduce some of the uncertainty and unknowns in combat. Here’s a few of the changes I’m currently programming in. Some of them were implemented in a simpler form before-hand, but some are entirely new:

Names.

Originally, messages of the following sort came up:

You slash the male Cyclops`s upper left arm with your steel longsword.

The male Cyclops hits your torso with his fists.

However, what if you were friends with that Orc? Or if you had been told to kill that Orc in particular? Which is to say, Orcs are an intelligent species (well, nominally), and have names like any other sentient race. However, you won’t automatically know a sentient creature’s name when you meet them, unlike pretty much every other RPG or Roguelike I can think of. Instead, if you encounter any sentient creature without foreknowledge, you get messages like the above. If you know their name, then you’ll get (with an output from the Cyclops name generator):

You slash the Cyclops Pylopedes` upper left arm with your steel longsword.

The Cyclops Pylopedes hits your torso with his fists.

Lastly, if a creature is of your species, you won’t get its species listed there, simply its name. If a creature is any other species, it will note the species – which is to say, if you are human, you won’t get “the human <human name>”, but you will get “the dwarf <dwarf name>”, and so on.

Height and weight.

Creatures have both a height and a weight. The taller they are, the more z levels they occupy, and that gives them a variety of benefits outlined in a previous entry. However, weight has also been fully added, which has a variety of effects – it determines the weight of a limb if chopped off; whether particularly large creatures can walk safely across certain surfaces; and is a major factor in whether they can be knocked back, thrown to the ground, wrestled with, etc.

Experience.

Finally (for this entry), Experience has been entirely redone. When a creature is spawned (this includes you), its experience for each of the five base stats is calculated by squaring that particular stat. They are currently five of the traditional base stats – Strength, Endurance, Dexterity, Intelligence, and Willpower. Stronger creatures give more experience; weaker give less; and your current level of experience also determines how much more experience is required, and how much experience you get from each creature. Other creatures will also gain experience in combat; the more of your forces your enemies kill, the stronger, more experienced and more skilled they will become. Battles that occur which you aren’t part of will calculate appropriate numbers of surviving creatures and assign experience based on that. There is currently no upper limit to these stats – I intend to leave it that way, though when any stat reaches a sufficiently high point, finding and killing enough high-level creatures to raise it will become increasingly challenging. This, of course, does not cover the 80+ skills in the game, which are a topic for a future entry in this series…

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