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IceBlinkEngine.com • View topic - Engine Ideas/Suggestions

Engine Ideas/Suggestions

Report any bugs or ideas/suggestions that arise during testing of the Alpha Build Version 4

Re: Engine Ideas/Suggestions

Postby youngneil1 » Fri May 31, 2013 8:42 am

It would be fine if IBmessage boxes would use the same font as the whole module.
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Re: Engine Ideas/Suggestions

Postby youngneil1 » Fri May 31, 2013 9:21 am

How about triggering AoO when a ranged weapon is used while in melee with enemies (either by ranged weapon button or by left clicking/moving into target)? Would make positioning of pc archers more interesting and give ranged weapons a drawback (besides the obvious advantage of range). Same for casting spells in melee. Ideally spells, weapons and perhaps even traits would have a property like "Triggers AoO when used in melee range of enemies?".
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Re: Engine Ideas/Suggestions

Postby youngneil1 » Fri May 31, 2013 11:44 am

When opening the character screen and choosing entries from traits, spells or skill list: in each of these lists one item his highlighted (last selected). In the description window only the last clicked one is shown. It would be clearer if actually only one entry at all (i.e. one from all three lists combined) would be highlighted. So it would be: highlight = entry for which the text is shown in description box. There would never be more than one highlighted entry on the whole character screen.
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Re: Engine Ideas/Suggestions

Postby slowdive » Sun Jun 02, 2013 5:13 am

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Re: Engine Ideas/Suggestions

Postby youngneil1 » Sun Jun 02, 2013 5:19 am

Cool - if that "C"-button is too much a hassle, I think it's not that important at all. More a convenience gimmick than anything else.
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Re: Engine Ideas/Suggestions

Postby youngneil1 » Sun Jun 02, 2013 6:20 am

Pathfinding AI decides to not move the enemy creature at all when the nearest player is not reachable it seems: Some of my encounter maps encapsulate certain player character in walls that break after about 5 rounds (non-waklakble tiles). Enemies near the trapped pc decide to do nothing. It would be better imho if they would switch to the next nearest target in such a scenario. Or in other words as default always chose the nearest, reachable pc as target (by move or range attack).
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Re: Engine Ideas/Suggestions

Postby youngneil1 » Sun Jun 02, 2013 9:37 am

Nothing urgent, but in the long run it might be nice if the treasure chest interface would show the properties of items the player can loot from (extra description window like in inventory screen already). This way he could make a more educated choice on whether taking an item or not.
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Re: Engine Ideas/Suggestions

Postby youngneil1 » Sat Jun 08, 2013 3:27 pm

Been thinking a little about some creature stats that might be integrated (see Google hangout today):

- Saving throws (FORT, WILL, REF), as discussed
- Traits, Spells and Skills (especially Perception), as discussed (obviously right now these would be just reference points for custom made scripts on e.g. the creature attack/start combat turn script hooks)
- Initiative might be nice
- Damage bonus (like +2) to the damage ide/dice
- Multiple attacks (like "bite +6 to hit/damage 2d4+1, 2 * claw, each +3 to hit, d4+1 damage each")
- in the long run tags for immunities and resistances
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Re: Engine Ideas/Suggestions

Postby Pongo » Sun Jun 09, 2013 8:16 pm

The fog of war currently doesn't differentiate between objects the player should be able to see over but not walk through (tables etc), and those they shouldn't be able to walk or see through (walls etc).

Eg, at the minute, the player can see three squares. If they stand next to a wall that takes up one only square, that means they can see the tiles on the other side of the wall. That makes sense with a table or a river or something, but not a wall (where FOW should just end completely).

At some point in the future (clearly not urgent! :) ), it might be nice to be able to differentiate between these two kinds of FOW.
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Re: Engine Ideas/Suggestions

Postby youngneil1 » Sun Jun 09, 2013 8:49 pm

Yes, such FoW (or Line of Sight) behaviour would be very cool. Would also allow using secret rooms in a less obvious way ;)
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