Damage Room Spells

Started by The Crazy Animal, August 01, 2008, 09:33:19 PM

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I'm putting this here for lack of a better place to put it and I'm thinking about this as I eat my cup of noodles after getting home way to late.

With room spells would anyone mind if we tried something like individual damage rolls for each target in the room. I mean seriously the way its done now it kind of makes me think all the mobs are standing in the same spot. If the mobs were say actually spread out and moving in the room they would kind of be hard to hit and depending where the hit landed would vary the amount of power available to other areas of the room.

I know I think to much but really any thoughts on this..?

I dunno. I would think this would be dependant on the spell. A spell like spir it would make sense to do seperate rolls. Mebbe. I'd hafta think on this a bit more....


I guess my 1st question would be how to determine where mobs in the room are versus where the player is when he enters the room.

Quote from: Gardner Denver on August 02, 2008, 06:52:06 AM
I guess my 1st question would be how to determine where mobs in the room are versus where the player is when he enters the room.

This is kind of one of those things that I have thought about a few times... As far as tracking player position in a room that could have to do with implementing some of the Tracking ability... I.e. a log of entering and exiting rooms from what exit. Unless they enter from U or D we can assume they are not in the center of the room. Mobs would then either randomly roll if spawned or use that same type of tracking data...

A little room theory:
Now lets say rooms are round, because if rooms are round we can use degrees of a circle to indicate position in a room i.e 0 to 360 to show where in the circle's arch something is located and 0 to X to determine distance from center.

Also should spells be auto-aimed or should you be able to pick a direction? If spells do get a landing direction I'd we could then transfer the targets to a damage map showing 0 to + or - 180 with + or - 180 being the far opposite side of the room from where the spell lands. and not forgetting the 0 to X to determine distance... I'm not sure what X should be though....

Its from those to numbers then that we have to work out a way to have the spell modify damage. Any ideas?

There's other variables that could be added too like blast radius too which would need to be applied to each spell but could have cool effects on the game.

There's a couple other ways that we could do this but I'm not sure which would be best and this just seems like the easiest to draw out.


An interesting concept...  To balance it out, mobs that cast room  spells would need the same type of system applied to them.  Only thing negative that leaps into my mind is rooms with one exit would give the mob (if the AI was smart enough) a massive advantage in that he'd know exactly where to strike with his spell when someone entered the room.

Quote from: Gardner Denver on August 04, 2008, 01:14:16 PM
An interesting concept...  To balance it out, mobs that cast room  spells would need the same type of system applied to them.  Only thing negative that leaps into my mind is rooms with one exit would give the mob (if the AI was smart enough) a massive advantage in that he'd know exactly where to strike with his spell when someone entered the room.

Well that tends go go along with the idea of a good ambush....