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Are the monsters going to be a class called MONSTER? if they were, they could have an object of MEMSPELLS and an object of SPELLBOOK or whatever specially in them.you could have a randomization function to randomly pick spells from their memspells struct, and another to remove energy.
Personally, i would find a howl of pain when the monster got attacked quite satisfying.
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here is the zip with the exe. i promise i didnt put any virus on or anything, its just that i dont want to let anyone see my code yet. im sure somebody will download it, its virus free though.
i stripped it down because a lot of parts are *almost* done but will make it look stupid when i put them in, so here you'll just get to have one fight. im also going to make a menu at the beginning. try it out and tell me what you think so far. when you choose '(f)ind', you will find a weapon in the current room, and put your old one on the ground. you can always switch back.
EDIT: oh and you can only go south right now, im not sure what will happen if you go somewhere else, but i know i only coded one room to the south so far. and how much damage you deal with magic varies depending on your energy.
also....try to get 4 or more damage....the monster says a line if you do more than 4 damage.
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It just goes into an eternal loop at the put points in stats thing.
Is it because i have XP maybe?
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How about an ABC Monster class? You could derive different types of monsters from it. This would also work for spells and characters too; it's what I'm using for my tile based game I just started :/
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it will continue in the loop until you fill no more and no less than 40 points
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ok now you can pick up scrolls and hold 3 at a time. i'll post what i have so far tomorrow...im going to bed
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Add a "Points left: " to the loop then...
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Instead of letting the player determine it's exact allocation of points you should have a 'blind allocation' system. The player is asked the level of importance for each category, and depending on the importance set for each category is how many points the category will get for the player. If the user decides that health is #1 then none of the other categories can be selected as #1. Each level of importance would already have a predetermined about of allocated points. #1 = 16, #2 = 12, #3 = 8, #4 = 4.
An example:
Health Importance = 2
Speed = 3
Strength = 1
Magic = 4
Then
Health = 12 points
Speed = 8 points
Strength = 16 points
Magic = 4 points
IMO, this is a much more efficient system. It prevents the user from entering numbers such as 0 and the user from exceeding or deceeding 40. Plus it doesn't seem very realistic for the player to determine their exact points in each category.
One other thing (this is actually directed at all text RPGs) is that their is very little explanation within the game. Possibly giving a little more explanation on certain aspects of the game would be helpful. What is magic for? What does 'speed' affect? Why move in a certain direction? These are all questions that are hard for the player to answer the first time around. Basically streamline an explanation with the interface of the game, while still keeping a good gameplay. Don't give away gameplay aspects; only give away explanations to aspects of the game that need explanations, such as the items mentioned above. Do you understand what I mean?
All of that wasn't to say that your game isn't and doesn't have potential, though. You stated that you wanted to make an excellent game, and I'm trying to help you achieve that goal by criticism.
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Since you wanted comments here is my main gripe, use newline characters all the texts wrap around making it hard to read and then add a main loop so if you die you can start again instead of having to re run it.
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magic - effects how much damage is dealt with scrolls
strength - if #1, then damage will be double
speed - if #1, then you get two attacks (new rand # calculated each attack)
health - if#1, well you get a lot of it
you can pick up scrolls, use them once. damage depends on your magic ability. I will add an intro, as well as a menu at the beginning. i will also add monster resistances as well as types of damage dealt (cold,fire,electricity). when you level up(every 1000 exp) you can choose to add 1 stats to your stats. anything else you can think of? oh yeah, you will be able to load and save (just need to learn how)
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well here it is so far. it is coming along now (the engine that is). im not working on the levels, or anything like that yet. just the engine. you can download the exe of what i have so far. im still not going to release the source. well, this is what you get so far for 750 lines of code. you dont have to download the exe if you don't feel safe doing it, but like before i assure you it is nothing damaging or viruses or hacking/stupid stuff like that.
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::EDIT::
THIS POST GOES BEFORE THE ABOVE POST> IT WAS POSTED NOT TOO LONG AFTERWORDS, AND THIS CONCERNS THE FIRST VERSION. THANK YOU.
::EDIT::
Gripes:
Make your own line wraps, make the menus vertical, add a help function, on menus use int getche(); to get an int, then cast into a character and use that in the switch or whatever. Have a keys page at the beginning and have a nice table that shows the room movement keys.
These are possible NumPad commands:
------------- --North-- ----------- <---- 7 8 9
---West--- ---Find--- ---East--- <---- 4 5 6
------------- --South-- ----------- <---- 1 2 3
and could be hit in the menu, no need to list them.
Possile code for the menu is as follows:
Code:
system("cls");
printf("Actions Menu:\n\n");
printf("Q. action1\n");
printf("1. action2\n");
printf("2. action3\n");
printf("3. action4\n");
printf("4. action5\n");
printf("X. action6\n");
printf("\nMenu Selection: ");
char c;
c = (char)getche();
cout << endl;
switch (c){
case '1':
break;
case '2':
break;
case '3':
break;
case '4':
break;
case 'Q':
case 'X':
system("cls");
exit(0);
break;