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Re: Game unit design: a shield
- From: Hans Ronne <hronne at pp dot sbbs dot se>
- To: leebc11 at acm dot org
- Cc: xconq7 at sources dot redhat dot com
- Date: Sun, 21 Jul 2002 11:29:40 +0200
- Subject: Re: Game unit design: a shield
>I am trying to design a castle game where each fighting unit is an
>individual person. I'm trying to create a unit that represents a shield
>that can be picked up, caried and used by any fighter. It has 5 HP and
>protects whoever is carrying it from 80% of attacks, absorbing the
>damage itself and disappearing when it reaches 0 HP.
>
>I've read through the code in fantasy.g and cave.g and have copied
>portions relating to fantasy.g's ring of protection and any thing else
>that seems relavant. At this point, I can't even get one of my fighters
>to pick the shield up, let alone see if it behaves correctly.
>
>What do you have to do to create a unit that behaves like an item?
>Any help will be greatly appreciated.
Check out the Lord of the Rings game, or rather its base module 3rd-age.g.
The Ring in that game works pretty much the way you want, except for the
fact that it confers a higher attack value on the bearer. This is achieved
through the table occupant-affects-attack which could be changed to
occupant-affects-defense in your case. To use these tables, you need to use
combat model 1, though (the Civ-type combat model). I would recommend it
anyway if you are writing a new game since it is easier to use in the sense
that units have absolute attack and defense values instead of the relative
values (the hit-chance table) that you find in combat model 0.
Hans
Hans Ronne
hronne@pp.sbbs.se