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Post by spamwise on Feb 23, 2006 20:33:41 GMT -5
Some of the bizaar achievements might be cool to track (with titles, medals, or some such) like Killing someone while having full health, beating someone with more than full health, beating someone with only 1 health left, killing someone who's invisible/you are blind, killing someone out of time, winning while permanently enchanged, etc.
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Post by psiweapon on Feb 25, 2006 14:46:01 GMT -5
Well, the idea sounds cool, but I *tried to try* Warlocks and it seemed... well I didn't like it. But if it involves some kind of "story" around it I am willing to try, the other game just looked too much "making gestures for the heck of it"[glow=red,2,300] for me[/glow] :S Dare you to say that to Taliesin or surial! That's my opinion.
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Post by spamwise on Feb 25, 2006 15:06:02 GMT -5
And you're entitled to it... even though you're wrong.
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Post by Rycchus on Feb 25, 2006 19:03:01 GMT -5
Dare you to say that to Taliesin or surial! That's my opinion. Of course it is. I didn't mean to offend.
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Post by psiweapon on Feb 25, 2006 20:41:05 GMT -5
To Spamwise: Of course. And I've never stated that I was, at all, well informed about Warlocks. To Rycchus: Ok, sorry if I was a tad too harsh. In fact, I've never actually played Warlocks... I just proposed a duel and when the gestures screen showed, I went "wtf?", read the help and then I closed my browser. I'm not playing that game, or one with the same mechanics, unless it has a graphical (or not so graphical, but at least has one) environment. I just feel like two hands floating in the abyss of the void, wriggling fingers and clapping and so on... Long story short: You have your tastes, I have mine, let's just not mix chocolate with cheese (Unless it's tiramisu [sp])
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Post by Rycchus on Feb 26, 2006 7:02:29 GMT -5
Chocolate and cheese tastes really nice! (I'm being serious. It does. Has anyone else tried it?)
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Post by spamwise on Feb 27, 2006 8:33:56 GMT -5
To psiweapon: I'm just teasing you. (That was my reason for inserting the wink ) Of course you're entitled to your oppinion. Whether or not you like warlock really doesn't affect my ability to enjoy it. To rycchus: <homer_voice>Mmmmm, chocolate and cheese.</homer_voice>
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vilhazarog
Diplomat
F)ight, F)ight, F)ight, P)arry, P)arry, P)arry!
Posts: 125
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Post by vilhazarog on Mar 3, 2006 16:14:34 GMT -5
Btw, I wrote a Warlocks 'widget' (konfabulator/yahoo widget engine thing) that pings warlocks every 2 minutes to check to see if anyone is waiting for moves from me. It's a crystal ball that glows red when you have moves waiting. Anyone interested in such a thing? If so I'll put it up on my website and you can grab it. Let me know.
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Post by spamwise on Mar 3, 2006 16:33:26 GMT -5
That sounds kind of neat. I know nothign of konfabulators though. Where would this crystal ball show up? In a browser, as a seperate application, in my window's tray?
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vilhazarog
Diplomat
F)ight, F)ight, F)ight, P)arry, P)arry, P)arry!
Posts: 125
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Post by vilhazarog on Mar 3, 2006 16:44:37 GMT -5
So anyway I'm writing unit tests for each of the spells and now I'm looking at Summon*. Before I get into that though, let me just say this. I think the ability to target 'Nobody' is cheap and lame. So thats out in my version. In my version if a spell has no target it will target the caster. This makes mirror a bit more powerful, and makes the enchantments even more interesting in my opinion. That paralyze has to go somewhere dammit, you can't cop out and just target no one.
Back to Summon*. Late targeting/ordering (ie targeting and ordering around monsters that don't exist yet) is a pain in the ass. Basically you've got to give users the ability to target them (using terminology that is weird and complicated 'the monster X might be summoning with his Y hand') which is an object that hasn't even been created yet, so you save that somewhere and resolve it later. Also, I went to all this trouble to create a nice object inheritence tree with monsters and wizards both actors and their actions were resolved at the same time automatically without regard to whether they are monsters or wizards but now monsters have to do their actions late because that has come after a Summon has been determined to have been cast. If that didn't make any sense, let's just say I had an elegant design that is busted by this feature of the game. So I didn't implement it. Monsters don't attack when summoned and you can't target them until the next turn. Problem solved.
However, after playing Warlocks for a while, now I'm thinking the game needs this. It's already a slow game, and this just makes it slower. It also makes the game easier and less complicated, which may be bad and may be good? Newbs could get into the game easier.
Anyway, objective opinions on this are welcome. Try to avoid "change bad, me hate change" type thinking and really think on it.
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vilhazarog
Diplomat
F)ight, F)ight, F)ight, P)arry, P)arry, P)arry!
Posts: 125
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Post by vilhazarog on Mar 3, 2006 16:52:04 GMT -5
Go to widgets.yahoo.com and check it out and see if it looks like something you'd run.
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