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Heres a nutty idea,
Why don't we translate Nethack into DIM 3? I would be down to do models and creature creation.

I have been thinking of making the battle grid portion od D&D for quite sometime now. Although I dont know how to set up a turn based game in DIM3

-D
Turn based movement wouldn't be the problem. I could easily script that and I will... as soon as some figures out how to randomly generate dungeons and store tons of character/monster/item data.
Nightblaze Wrote:I think I agree with Alex, I would rather not have to eat flesh-turned stone.
Actually there was only one hallway and it led to a dead-end (never thought about searching) So I just ran back and forth till I died, and I didn't spawn with any food. lol

lol.

Bink Wrote:...as soon as some figures out how to randomly generate dungeons and store tons of character/monster/item data.

In the link I provided, they also offer the source code in C for free; if you understand C and JavaScript extremely well, it probably wouldn't be too hard to port it to the dim3 engine. The problem would be that you can't create portals and such via scripting. Maybe Brian could add it to the next version...

DannyM Wrote:I would be down to do models and creature creation.

Lol, try animating Juiblex or an acid blob xD
chinkeeyong Wrote:
Bink Wrote:...as soon as some figures out how to randomly generate dungeons and store tons of character/monster/item data.

In the link I provided, they also offer the source code in C for free; if you understand C and JavaScript extremely well, it probably wouldn't be too hard to port it to the dim3 engine. The problem would be that you can't create portals and such via scripting. Maybe Brian could add it to the next version...

I'm not talking about getting the data, I'm talking about storing it in a database to retrieve it by script. (Not currently possible in Dim3.)
You don't want to create one script for each monster and then place them randomly using some weird hack, do you? O_o
Hmmm,
Well the various ways it could be implemented could include an adventure mode and a battle grid. Once you came in proximity and engaged in a battle you could switch to a battle grid ala FF7.

As far as getting into a blob trying to dissolve someone, no thanks. But if we used cycled turn based animations we could still have something cool going on.

cheers,
-D
Damn!! Uh... Danny... a shortened version, maybe?... Cause if you're planning to model all the monsters.... Rolleyes
I actually think it would be pretty cool. I was actually thinking of trying an Angband-Dim3 thing, but yeah, just thinking about it I came up with the same problems. shrug.
I agree we should start with a few well chosen enemies and go from there.

To expand on the battle grid idea. I think it would e great if we implemented D&D's battle grid. Basically moving on a grid ( or a hex Im cool with both) and/or attacking.

During battle each character can attack or move. The attack could be based on the weapon chosen. Say its an arrow and is in its effective range of a beast. You fire your arrow and the computer can determine whether you have hit ( basically if the dice rolling system generates a value equal to or higher the creatures armor class, plus a modifier (+2 etc) if applicable).

Once it determines whether it has hit the creature then it calculates the damage. A modifier can be used there as well if the weapon has plus damages applied to it.

D&D ( basically what Nethack was based on) have other rules where say if your team have flanked an opponent it will incur more damage to the creature than if you didn't flank them. Which would be an added plus for being able to move.

I could get started and rough out the gameplay some more if you guys are into it.

cheers,
-D
Yeah, the actual math system for damage calculation and the like wouldn't be a problem really.
First thing I can think of for stats is a kind of database-object-script thats constantly messaged/returning messages of the stats for the other individual monster scripts. That might be slow though. Ex: Monster script starts, gets random monster id based on map[level] or specific modifier in the parameter. Sends a packed integer message to the 'database' object, which sends back a string of packed integer messages containing the stats, which the first script then applies to itself.
Either that, or a lot of data commands at map startup, but I have a feeling that might be really slow.
DannyM Wrote:Hmmm,
Well the various ways it could be implemented could include an adventure mode and a battle grid. Once you came in proximity and engaged in a battle you could switch to a battle grid ala FF7.

DannyM Wrote:To expand on the battle grid idea. I think it would e great if we implemented D&D's battle grid. Basically moving on a grid ( or a hex Im cool with both) and/or attacking.

During battle each character can attack or move. The attack could be based on the weapon chosen. Say its an arrow and is in its effective range of a beast. You fire your arrow and the computer can determine whether you have hit ( basically if the dice rolling system generates a value equal to or higher the creatures armor class, plus a modifier (+2 etc) if applicable).

I like the direction this is going. For invisible enemies, the battle would begin when it attacks you; for multiple combatants one could just take all the awakened enemies in a certain radius. What if the player attempts to attack a peaceful creature? Or a creature like a nymph or foocubus? How would we implement that?

Gordon CSA Wrote:Uh... Danny... a shortened version, maybe?... Cause if you're planning to model all the monsters....

Actually, you'd only need a few unique models and animations and the rest would be color swaps. Etc:
Yendorian army = same model and animations
dragons = same model and animations
newts, geckos, lizards, = same model and animations
floating eyes, spheres, gas spores = same model and animations
dogs, jackals, wolves, applicable werecreatures, winter wolves = same model and animations
blobs, slimes, puddings, jellies, oozes, Juiblex = same model and animations
goblins, hobgoblins, orcs = same model and animations

DannyM Wrote:I agree we should start with a few well chosen enemies and go from there.

SHOPKEEPER PLZ ^.^
I was actually talking more about space, than work. You say color swaps, but in this case that would be a new texture for each monster. That could add up to alot (for downloading, and maybe even in game loading), even if your only using 256*256 textures. Cause comparatively the actual mesh and animations don't take up much room.
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