Bug fix in LightmapRenderer — Now water attenuates sunlight, new creature attribution: religion sphere

Former-commit-id: fd200afabaf318bec060a8fea9eb82da6f105aad
Former-commit-id: e035368f4d6d589bdb6822301fee763eb00df984
This commit is contained in:
Song Minjae
2016-02-25 01:28:00 +09:00
parent 19630e2147
commit c56e09505b
19 changed files with 209 additions and 171 deletions

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@@ -1,4 +1,5 @@
== CHALLENGING, NOT PUNISHING https://www.youtube.com/watch?v=ea6UuRTjkKs
== CHALLENGING, NOT PUNISHING == https://www.youtube.com/watch?v=ea6UuRTjkKs
1. CONSISTENT RULES
- No arbitrary unstoppable death
@@ -19,7 +20,7 @@
- e.g. "One-big-hit didn't worked, may I should've picked up high DPS one"
== MORE DEPTH, LESS COMPLEXITY https://www.youtube.com/watch?v=jVL4st0blGU
== MORE DEPTH, LESS COMPLEXITY == https://www.youtube.com/watch?v=jVL4st0blGU
1. Memorise less!
- Less burden to, even starting the game
@@ -37,33 +38,36 @@
- Dwarf Fortress failed this!
== Lots of things players play with (aka don't make them bored)
== Lots of things players can play with (aka don't make them bored) ==
- Combat, battle, building, mechanics, adventure, dungeon explore, spelunking
- Not scaled; easy combat, tough combat, tedious combat, etc.
== Achieving perfect imbalance https://www.youtube.com/watch?v=e31OSVZF77w
== Achieving perfect imbalance == https://www.youtube.com/watch?v=e31OSVZF77w
- Make sure no matter how you skilled, your playable character cannot be good at everything
- Give players __wide pool of options__ to solve problem
(kill the boss, defend their adobe, fast transportation, etc.)
##*=- What feeling do you want to convey to the player?
-=*## What feeling do you want to convey? ##*=-
== Always think WHY would you want to add _something_ on the game
- e.g. Why you are adding RPG leveling system?
== Always think WHY you want to add _something_ on the game ==
- e.g. Why are you adding RPG leveling system? What it would do to the players? How would they play with?
See also:
HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS
See also: HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS
====================================
* Friendlier version of Dwarf Fortress Adventure mode
== Friendlier version of Dwarf Fortress Adventure mode ==
- Yet _lots of fun_
- Add Fortress mode features by 'make your own settling'
- Hard to actually die, but once you die, you're done.
@@ -86,28 +90,25 @@ HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS
* Side view
== Side view ==
* Interact menu w/ mouse right
== Interact menu w/ mouse right ==
* Pixelated sprites
== Pixelated sprites ==
- Use 2x sprites if rotating does not work well
### User experience ###
== User experience ==
* Indicative mouse cursor
### Game mechanics ###
== Game mechanics ==
* 24 pixels == 1 metre
### Purpose of the game ###
== Purpose of the game ==
* Boss
- Will be mentioned/shown as absolute _evil_.
@@ -127,37 +128,3 @@ HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS
- Beating boss does not ends the game, but grants an ability to
create new character as it.
### Making sprite ###
* Layers
- (Optional) Hair foreground
- Right arm dress
- Right arm body
- Dress
- Boot right
- Boot left
- Body
- (Optional) Hair accessory
- Hair
- Head
- Left arm dress
- Left arm body
- (Optional) SFX
* Size
- Regular sprite 'height' (hitbox height) : 40 px
- Apparent height may vary
### Chargen ###
* Select hair, colours, then compile them into single spritesheet
* NO gender distinction, but have masculine/neutral/feminine designs (in clothing, hairstyles, etc.)
* Colour: 4096 colours (12-bit 0x000 - 0xFFF)
* Base mass: 60 kg

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@@ -1,39 +1,39 @@
* Weapon tier
== Weapon tier ==
Natural / Common Stone -> Copper -> Iron -> Silver -> Titanium
Forging --------------> Steel --------^
Exotic ('elven') Glass Aurichalcum
Special (something 'adamant') ??? (Use material spec of CNT, tensile strength 180 GPa)
* Metal graphics
Gold: Hue 43, low Saturation
Aurichalcum: Hue 43, mid-high Saturation
Copper: Hue 33,
Copper rust: Hue 160
Iron rust: Hue 21
= Metal graphics
- Gold: Hue 43, low Saturation
- Aurichalcum: Hue 43, mid-high Saturation
- Copper: Hue 33,
- Copper rust: Hue 160
- Iron rust: Hue 21
* Size variation
== Size variation ==
Race base weapon/tool size <- 10 [kg]
Size tolerance <- (50% * str/1000), or say, 20%
If the size is bigger than tolerable, weapon speed severely slows down, tools become unusable
if use time >= 0.75 second, the weapon/tool cannot be equipped.
Small weapons gains no (dis)advantage, tools become unusable
Small weapons/tools gains no (dis)advantage
Crafted tool/weapon size is dependent on the baseRaceMass.
When drawing: scale by (craftedWeaponSize / baseWeaponSize)
Crafted tool/weapon size is dependent to the baseRaceMass.
* Gemstone tier
== Gemstone tier ==
Topaz -> R·G·B -> Diamond·Amethyst
* Colouring
== Colouring ==
Natural: Use 4096
Magical/Surreal: Use 24 Bits
@@ -43,3 +43,54 @@ Magical/Surreal: Use 24 Bits
- Choose Col(R40, G40, B40) from set of finite cards:
39, 39, 19, 19, 0, 0
- MULTIPLY blend chosen colour with white texture
== Roguelike identity ==
= Randomised things
- E.g. potion
Lime-coloured potion
First play: "Potion (???)"
After drank: "Potion (Healing)" is revealed.
Second (new) play: "Potion (???)"
After drank: "Potion (Neurotoxin)" is revealed.
== Making sprite ==
* Layers
- (Optional) Glow
- (Optional) Hair foreground
- Right arm dress
- Right arm body
- Dress
- Boots
- Body
- (Optional) Hair accessory
- Hair
- Head
- Left arm dress
- Left arm body
- (Optional) SFX
* Size
- Regular sprite 'height' (hitbox height) : 40 px
- Apparent height may vary
== Chargen ==
* Select hair, colours, then compile them into single spritesheet
* NO gender distinction, but have masculine/neutral/feminine looks (in clothing, hairstyles, etc.)
* Colour: 4096 colours (12-bit 0x000 - 0xFFF)
* Base mass: 60 kg
== Custom pattern making ==
- Players can create their own décors (hang on wall), dresses.
- Two looms (216 colour mode, 4096 colour mode)

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@@ -1,4 +0,0 @@
* Drawing
- Players can create their own décors (hang on wall), dresses.
- Two looms (216 colour mode, 4096 colour mode)

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@@ -0,0 +1,17 @@
# An adjacency matrix of religion sphere relationship
# 0: neutral, 1: amicable (welcoming), -1: hostile (will not barter == explicit neutrality)
# -2: enemy (this is the holy war! WAAAGH!!)
# war: WAAAGH!!
# randomness: All hail the Random Number God!
# strength: tranees; disciplinants
# brute: mostly "brute" wild mobs, or spheres that fond of bruteness
"↓from to→";"strength";"harmony";"war";"randomness";"wealth";"brute";"helix"
"strength" ; "1"; "1"; "-1"; "0"; "0"; "-1"
"harmony" ; "0"; "1"; "-1"; "-1"; "0"; "0"
"war" ; "-2"; "-2"; "1"; "-2"; "-2"; "-2"
"randomness"; "0"; "0"; "0"; "1"; "0"; "0"
"wealth" ;
"brute" ;
"helix" ;
Can't render this file because it contains an unexpected character in line 8 and column 17.

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@@ -5,10 +5,15 @@ import java.util.Random;
/**
* Created by minjaesong on 16-02-03.
*/
public class Fudge3 {
public class Fudge3 extends FudgeDice {
public FudgeDice create(Random rand) {
return new FudgeDice(rand, 3);
/**
* Define new set of fudge dice with three dice.
* @param randfunc java.util.Random or its extension
*/
public Fudge3(Random randfunc) {
super(randfunc, 3);
}
}

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@@ -12,7 +12,7 @@ public class FudgeDice {
/**
* Define new set of fudge dice with given counts.
* @param randfunc
* @param randfunc java.util.Random or its extension
* @param counts amount of die
*/
public FudgeDice(Random randfunc, int counts) {
@@ -21,8 +21,8 @@ public class FudgeDice {
}
/**
* Roll dice and get result. Range: [-3, 3] for three dice
* @return
* Roll dice and get result.
* @return Normal distributed integer [-N , N] for diceCount of N. 0 is the most frequent return.
*/
public int roll() {
int diceResult = 0;
@@ -34,7 +34,7 @@ public class FudgeDice {
}
/**
* @return random [-1, 0, 1]
* @return integer randomly picked from {-1, 0, 1}
*/
private int rollSingleDie() {
return (randfunc.nextInt(3)) - 1;

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@@ -51,18 +51,16 @@
(kill the boss, defend their adobe, fast transportation, etc.)
-=*## What feeling do you want to convey to the player? ##*=-
-=*## What feeling do you want to convey? ##*=-
== Always think WHY would you want to add _something_ on the game ==
== Always think WHY you want to add _something_ on the game ==
- e.g. Why you are adding RPG leveling system?
- e.g. Why are you adding RPG leveling system? What it would do to the players? How would they play with?
See also:
HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS
See also: HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS
====================================

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@@ -76,7 +76,7 @@ public class CreatureBuildFactory {
for (String s : elemSet) {
float baseValue = jsonObject.get(s).getAsFloat();
// roll fudge dice and get value [-3, 3] as [0, 6]
int varSelected = new Fudge3().create(new HQRNG()).roll() + 3;
int varSelected = new Fudge3(new HQRNG()).roll() + 3;
// get multiplier from json. Assuming percentile
int multiplier = jsonObject.get(s + "variable").getAsJsonArray().get(varSelected).getAsInt();
float realValue = baseValue * multiplier / 100f;
@@ -121,7 +121,7 @@ public class CreatureBuildFactory {
for (String s : elemSet) {
float baseValue = 1f;
// roll fudge dice and get value [-3, 3] as [0, 6]
int varSelected = new Fudge3().create(new HQRNG()).roll() + 3;
int varSelected = new Fudge3(new HQRNG()).roll() + 3;
// get multiplier from json. Assuming percentile
int multiplier = jsonObject.get(s).getAsJsonArray().get(varSelected).getAsInt();
float realValue = baseValue * multiplier / 100f;

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@@ -1,5 +1,6 @@
package com.Torvald.Terrarum.Actors;
import com.Torvald.Rand.Fudge3;
import com.Torvald.Terrarum.Actors.Faction.Faction;
import com.Torvald.Terrarum.GameControl.EnumKeyFunc;
import com.Torvald.Terrarum.GameControl.KeyMap;
@@ -57,7 +58,7 @@ public class Player extends ActorWithBody implements Controllable, Pocketed, Fac
private final int TSIZE = MapDrawer.TILE_SIZE;
private char LUMINANCE_RGB = 31960;
private char LUMINANCE_RGB = 31399;
private HashSet<Faction> factionSet = new HashSet<>();

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@@ -254,19 +254,21 @@ public class LightmapRenderer {
char thisTileOpacity = TilePropCodex.getProp(thisTerrain).getOpacity();
char sunLight = Terrarum.game.map.getGlobalLight();
// MIX TILE
// open air
if (thisTerrain == AIR && thisWall == AIR) {
lightLevelThis = sunLight;
}
// luminous tile transparent (allows sunlight to pass)
else if (thisWall == AIR && thisTileLuminosity < COLOUR_DOMAIN_SIZE) {
else if (thisWall == AIR && thisTileLuminosity > 0) {
char darkenSunlight = darkenColoured(sunLight, thisTileOpacity);
lightLevelThis = screenBlend(darkenSunlight, thisTileLuminosity);
}
// luminous tile (opaque)
else {
else if (thisWall != AIR && thisTileLuminosity > 0) {
lightLevelThis = thisTileLuminosity;
}
// END MIX TILE
// mix lantern
for (LightmapLantern lantern : lanterns) {

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@@ -32,7 +32,7 @@
"27";"TILE_SNOW" ; "8205"; "6"; "0"; "N/A"; "1"; "1"; "0"; "27"; "0";"16"
"28";"TILE_ICE_FRAGILE" ; "3282"; "1"; "0"; "N/A"; "1"; "0"; "0"; "28"; "0";"16"
"29";"TILE_ICE_NATURAL" ; "6564"; "25"; "0"; "N/A"; "1"; "1"; "0"; "29"; "0"; "8"
"30";"TILE_ICE_CLEAR_MAGICAL" ; "8205"; "25"; "0"; "N/A"; "1"; "1"; "4967"; "30"; "0"; "8"
"30";"TILE_ICE_CLEAR_MAGICAL" ; "8205"; "25"; "0"; "N/A"; "1"; "1";"14949"; "30"; "0"; "8"
# see scandinavian name set female of this tile id!
"31";"TILE_PLATFORM_STONE" ; "0"; "0"; "0"; "N/A"; "0"; "0"; "0"; "31"; "0";"16"
"32";"TILE_PLATFORM_WOODEN" ; "0"; "0"; "0"; "N/A"; "0"; "0"; "0"; "32"; "0";"16"
Can't render this file because it contains an unexpected character in line 1 and column 12.

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@@ -27,4 +27,5 @@ def intFromCol(r, g, b):
def colFromNum(raw):
return getR40(raw), getG40(raw), getB40(raw)
print(intFromCol(19,39,0))
print(intFromCol(9,13,29))
print(colFromNum(31399))