Ancient Domains Of Mystery (ADOM)

Weapon skills, talents, story hooks, code statistics

March 23rd, 2008 · 11 Comments

Not much new… today I started an initial implementation for weapon skills. There is still quite a bit to be done (e.g. fleshing out the specific skills, providing a screen for displaying them, etc.), but again the basic infrastructure is in place and ready for extension. See the discussion in the forum for details about what I’m pondering right now.

Additionally I had some new ideas for talents (e.g. story talents that allow you to customize the direction the overall story will take when selected during character creation, etc.). This hooks nicely into the idea posted about how nice it would be to choose a specific way the story starts. You probably will be able to influence the story in a minor way with this method and the game will randomly select a number of story arcs it forces upon you… or so. We’ll see ;-)

As for code statistics: Right now there are 81704lines of code, of those 26071 lines are empty and another 33505 lines are comments (roughly 41%). This leaves me with 22128 lines of actual code - about 1000 more lines since I posted the last statistics.

See ya…

Categories: JADETags: · · · ·

11 responses so far ↓

  • 1 deadlover // Mar 23, 2008 at 2:44 am

    An idea on weapon skills. Wouldn’t it be interesting if some mastery levels could only be completed by fulfilling certain quests? (related to defeating a specific monster or uncovering ancient texts that describe fighting styles or whatnot).
    Also, weapon skills taken to high levels of mastery could grant the character special moves (like the strikes the barbarian class had in adom). It seems like e pretty good way of showing the fact that the character is LEARNING and EVOLVING, in this case, by gaining special fighting tricks.

  • 2 C.M // Mar 23, 2008 at 7:59 am

    Really nice to see you blog about Jade, but how about changing the rss feed to include the whole post?

    (Keep up the good work! I’ve soon had 11 years of fun with ADOM, so thanks a lot for that. : ))

  • 3 Firewater // Mar 23, 2008 at 8:50 am

    Perhaps if a character uses the same specific weapon long enough (or up to a certain level of mastery), he could name the weapon. Maybe this could even cause weapons used long enough by PCs to turn into artifacts. The bonuses ( good against this monster type, resistant to this or that ) could be based off the kinds of monsters most often fought and elemental damage the PC was most often hit with. Making an artifact this way would probably require rarely-achieved levels of mastery, but it’d be something to shoot for.
    The only problem with this method is the PC would get rat, jackal, and spider slayers more than anything else.

  • 4 Epythic // Mar 23, 2008 at 9:14 am

    How many Java Classes?
    How many Packages?

    Oh, and: what dependencies?

  • 5 Marek14 // Mar 23, 2008 at 10:33 am

    Are there some new types of weapons? :)

    There is a problem with special moves: if you want to use them in combat, you have to specially select them - and that is a bit troublesome if you fight a lot (and you DO fight a lot).
    Perhaps a better option would be to have multiple fighting STYLES open as your weapon level rises, but that might clash with already existing tactics setting.

    However, I’d like to see some special passive abilities from weapons. For example:

    When you’re fighting with two weapons, and you kill a monster with your first attack, you get an option to attack another monster with your second attack (without costing you a turn).
    Small weapons could increase the critical hit chance as you raise your skill.
    Some prefixes/suffixes might increase their effects with your weapon level.

    As for the new talents, thanks for mentioning my suggestion :) When I saw this post, I came with another idea:

    Tutorial scenario.

    The idea is that you could start the game with Tutorial scenario. Tutorial would be a single pre-defined dungeon with most of the common game features and an easy boss in the end. During the game, the player would get lots of hints about what he should do, and about the game mechanics. As the PC goes through the rooms, he’s taught lessons like:

    “Food and You”
    “Shopping: A Lesson in Etiquette”
    “You, Too, Can Be a Thief!”
    “Weapons 101: The Sharp End Towards The Enemy”
    “Darkness: Friend or Foe?”

  • 6 Newmooon // Mar 23, 2008 at 10:58 am

    Maybe you can separate the weapon skills learning from the combat tricks learning.
    Using a sword will increase your “swords” skill (this means bonus in the damage and on other stats). Completing some quests, reading books or talking and training with some sword master will teach you some tricks, such as the one explained by Marek14.
    A sword master for example can teach you where to hit a beast (a scaled dragon) avoiding its armor. When you fight with this beast you have a small chance of avoiding its armor and dealing a complete damage to its health.

    In this way, weapon skill provides a bonus on every attack, otherwise learned tricks have only a small chance of providing a bigger bonus to your attack.

  • 7 Jaromir83 // Mar 23, 2008 at 6:59 pm

    being able to choose a specific way the story starts would be nice. it was a bit annoying in ADOM to have to start at the very same place each time with every new character.

  • 8 Nearsighted // Mar 23, 2008 at 9:33 pm

    Special weapon abilities that must be manually selected, would, imho, be feature bloat more than anything. If you want to convey the PC’s perspective skill level, change the actual combat messages to reflect it; occasionally, instead of saying “You miss the rat.”, it could be “In spite of your skill” …blah, blah, blah…
    Whatever — anyway, you all get it, I’m sure.

  • 9 Sradac // Mar 25, 2008 at 2:24 am

    1000 lines of code wow…i remembe back in the day TB you had a link to a simple basic how to make a roguelike tutorial of how to make a roguelike using just regular C. It took me a week just to get 200 lines of code and my dungeon doors never worked. I have a huge amount of respect for you skill man!

  • 10 Marek14 // Mar 25, 2008 at 8:44 am

    BTW, how about some bonuses (minor, compared to normal weapon mastery) for using certain kind of weapon (like, Orcs would be better in using orcish knives and spears, but not others, etc.)

  • 11 GroovyJ // Mar 30, 2008 at 3:21 am

    I must admit, I always like my special moves to be acquired in unpredictable ways - having your character unexpectedly acquire a new ability as a result of some accomplishment is a cool surprise - grinding for two hours to save up enough gold/experience/miscellaneous item drops to obtain some particular ability is work.

    Of course, with awarenesses, allowing new abilities to be discovered when unique sets of conditions are met should be pretty easy. So one ability might have a chance of being acquired whenever you attack with a one handed weapon while possessing a minimum skill level and dexterity, while another might have a chance of emerging any time you kill a reptile while using a dagger, and a third might be acquired by scoring two consecutive critical hits, or defeating an opponent X levels stronger than you, or attaining a particular skill level in five different weapons, or defeating a dragon by throwing rocks at it, or even just completing a particular quest…

You must log in to post a comment.