Author Topic: Tombland - just wait  (Read 20362 times)


Random starting gold? not quite sure on that.
Ranom gold between 0-500 for example. Just for flavor.

4. team1 will be created since team0 was full and with that a whole new tomb will be created far away from the other
Why not stack up the tombs? It could be really interesting to have like an 8-12 level tomb and you could see other players below through grates for example. Of course the other tombs would not be accessible from one anoter.

I'm currently working on an eqyptian temple area for the starting level. It's pretty much all flavor but you could add bandits or other adventurers there so you would need to fight your way into the tomb first. I'm also trying to do a cutscene where all the players arrive there with horses. I just don't know how I would give a bot a specific player's appearance.

Alright, I added in support for carrying more than 1 million gold (not that you'll ever get to that point), I successfully gave myself 100,000,000 gold to test and saw no problems whatsoever. The gold display will also show digit groupings. (ie. 6,196,815 instead of 6196815)

Not too fond of the random starting gold/gear idea. There is no reason for one of two new players to have any sort of advantage over the other.

can we get an estimated time on when the server will start i can make sure to be around?

can we get an estimated time on when the server will start i can make sure to be around?
In 8 years...
He'll post when it is up :P

Not too fond of the random starting gold/gear idea. There is no reason for one of two new players to have any sort of advantage over the other.
It would be more roguelike, add variety, make it less boring to start over, and it would fit into my story campaign.

Can you make the team a VCE variable? I need it for my cutscene and level 0.
« Last Edit: November 04, 2012, 04:34:31 AM by Demian »

I think my basic parts are done. I'll list them here for future reference. Almost each piece has a lit and unlit version. For example I didn't feel it was necessary to light the corner room pieces.

Corridor
Straight
T merge
Bend
Crossroads
Door
Dead end
Collapsed roof (dead end variant)
Suspicious bricked up corridor with holes (dead end variant)
Holes in the roof for sunlight
Collapsed floor to abyss (dead end variant)

Room
Wall
Wall with door
Corner
Inverted corner
Double inverted corner (Inverted corner on opposite sides, for small corner rooms or whatever)
Corner with right door
Corner with left door
Empty
Collapsed floor to abyss

Special
Stairs
Grate on the floor (to the level below)
Broken grate on the floor
Ruined grate/hole in the floor

Miscellanous
Store
Boss room?
Working on my parts, (following all your advice) If I could get pictures of each of these it would help me know what the titles mean.

Working on my parts, (following all your advice) If I could get pictures of each of these it would help me know what the titles mean.
I think they're quite self explanatory. What exactly do you not understand?

T merge, Crossroads, Bend and double inverted corner. I just can't work out how to build them and have it look good.

T merge, Crossroads, Bend and double inverted corner. I just can't work out how to build them and have it look good.
Pretty much the first results in Google image search.




As for the double inverted corner. The middle one:

Gotcha. I was really only concerned about double inverted corner.

Not sure how I can get bend to work. Do you mean making a curved bend like this?
(if x is brick)
Code: [Select]
X          X
  X          X
    X          X
      X          X
        X          X
« Last Edit: November 04, 2012, 05:46:15 AM by Megaguy2 »

Gotcha. I was really only concerned about double inverted corner.

Not sure how I can get bend to work. Do you mean making a curved bend like this?
(if x is brick)
Code: [Select]
X          X
  X          X
    X          X
      X          X
        X          X
I doesn't have to be curved and no that would not work.

Very good news, very good.

I got the party system working and stuff so I can increase servers max players a bit!


Hosting now!

There's no way to tell how much each armor you are wearing provide a defense bonus. I can't compare items in my inventory with the ones in stores. Maybe list the armor and their bonus in the GUI? Same with currently equipped weapon.