On Sat, 16 Aug 1997, Jeremy Elson wrote: -+So, I found myself with more free time than usual and decided to try -+to finally crank out the next couple of patchlevels of Circle (it's -+been more than a year...). How'd that happen?! I was pretty sure my secret government plan to delay any further patchlevels had worked...Elvis, Tupac Shakur, and I worked hard on that plan! Erm, wait, perhaps I've said too much...Uhm, if anyone asks about this message, it was a weather balloon. -+I'm going to try to put up a list of known bugs on the web site -+soemwhere with a form for adding new ones as they are found. Also I'm -+going to be incorporating some of the more popular patches, -+e.g. George's web page full of bug fixes. Woo-hoo (add your own level of enthuesiasm, create your own brilliant expression, all it takes is a bit of soil and water, and TADA! you got a homegrown expression that'll make your chia-pet green with envy). -+One of the tweaks I've always meant to get around to doing but never -+did was change the messages you receive when hitting (e.g., tickle, -+massacre, etc.) so that the message relates to the number of HP taken -+off the victim relative to their total HP, instead of based on the -+absolute number of HP taken off. Is the general consensus that such a -+scheme is a Good Thing? Generally, combat consists of three main factors, precision/skillfulness strength/energy from you damage translation to enemy but there lacks a clear way to implement precision, or for that matter, energy exerted in a blow (which is clearly different from strength; if you use your entire body in harmony with a downward slash, it can be about twice as hard as the same slash using only strength). Of course, then again, people have different styles of fighting with a sword, and for different occassions, at that. The problem with combat is that it is hard to describe even outside of MUD form, because it often goes by in a quick pace, with odd moments that seem slower, and then when you think back on it, you only remember bits and pieces (and possably from a spectator's point of view if you spoke with them). In some ways, combat is like a dream...or a nightmare if you loose. When we can accurately depict that feeling of chaos and lack of control, almost an entirely new enviroment around a combatant (and this is why combat is usually so sloppy, because people forget control), in any form (story, MUD, graphics) then I'll be happy...:) In the mean time, you make a good step towards it. :) It's a Good Thing. -- Daniel Koepke -:- dkoepke@california.com -:- [Shadowlord/Nether] Think. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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