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Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (More info?)
Antoine wrote:
>>> Where is the spectre? (invisible demon).
>>
>> I'm afraid that most people would consider my vision of the
>> invidemon a killer ;-).
>
> Perhaps you can tone it down a little - make it 'semi-visible' -
> visible at random intervals, or visible when it gets within a certain
> radius of you, or always visible but color-camouflaged with the tile
> it's standing on?
Hmm, that's a possibility.
>>> When a lost soul rushes at you, it would be good to see it moving
>>> square-by-square towards you, rather than disappearing and
>>> reappearing next to you.
>>
>> Hmm, maybe. But that would hellishly slow down the game if many lost
>> souls would be on screen (vide Skull City).
>
> You could speed up the animation (1 ms per square) if there are many
> lost souls visible...?
That would require costly calculation on how many lost souls are visible at
regular intervals.
regards,
Kornel Kisielewicz
Antoine wrote:
>>> Where is the spectre? (invisible demon).
>>
>> I'm afraid that most people would consider my vision of the
>> invidemon a killer ;-).
>
> Perhaps you can tone it down a little - make it 'semi-visible' -
> visible at random intervals, or visible when it gets within a certain
> radius of you, or always visible but color-camouflaged with the tile
> it's standing on?
Hmm, that's a possibility.
>>> When a lost soul rushes at you, it would be good to see it moving
>>> square-by-square towards you, rather than disappearing and
>>> reappearing next to you.
>>
>> Hmm, maybe. But that would hellishly slow down the game if many lost
>> souls would be on screen (vide Skull City).
>
> You could speed up the animation (1 ms per square) if there are many
> lost souls visible...?
That would require costly calculation on how many lost souls are visible at
regular intervals.
regards,
Kornel Kisielewicz