The Dink Network

Fifteen Tasks Of Dink

June 29th 2005, 06:26 AM
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dinkme
Peasant He/Him India
 
The demo is completely going to be remade by a all new D&D type of game.

New stats:
Well at the begining of the game you will get to choose between:
-a paladin
-an archer
-a wizard
-a rogue

There are 4 classes to choose from:
-lawful evil
-chaotic evil
-chaotic good
-lawful good

A paladin can cast holy magic and will have an edge over the others on preists. A paladin has to be lawful good.

An archer is skilled in ranged weapons and will be the only one who will get special magical arrows. An archers abilities will depend upon actions. Archers will have edge over the others over warriors and knights.

A wizards power will be casting powerful spells only available to him. As archers wizards powers will be dependent on its actions being good or bad.

A rouge is a theif that has to be lawful evil. Its power lies in disarming the opponent where most people will not talk to you though you can persuade most of the theives of your brotherhood.

Your ratings i.e defense etc will depend upon the type of character you use.
For eg if you choose rouge your stats will be theifing skill, armor, power and magic level

Gameplay:
I assure you won't be dissapointed with this megaepic consisting of three maps. Each task will take about 3 hours to complete. The difficulty will increase as you proceed into the game

You will have chest armor, helmet, sheilds, two weapon fighting, boots, arm guard instead of just magic and weapons.

Graphics:
A few old graphics will be there. All new sprites with base walk, 10 new enemies bonca etc all gone.The models will be created by 3D studio max.
=---------------------------------------=
Well I have been working and have finished the stats part. Whew I think its pretty cool. Anyone who is intrested in this project can apply to me, all seats are vaccant.
This Dmod's release date has been decided and it is 4th April 2006.

June 29th 2005, 08:57 AM
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ok, this D-mod will rule.

Can you use crossbow?
June 29th 2005, 11:36 PM
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dinkme
Peasant He/Him India
 
Yup two types of bows, a crossbow and the standard bow and and crossbow bolts enchanted with fire and ice. The ice is finished and I am quite happy the graphics folder is still at 2.2 mb so the download won't be a problem.
After finishing the character stats part and the extra skill, I have already used 102 globals and have 98 left. The biggest task for me is to finish the quests in such less variables.

What exactly happens when the globals exceed the limit, does tghe game crash
June 30th 2005, 01:46 AM
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Yay!!

crossbows!!
June 30th 2005, 01:54 AM
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What exactly happens when the globals exceed the limit, does tghe game crash

No, the new globals just won't work. I think. I've never actually tried...
June 30th 2005, 04:38 AM
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and about the armours of the D-mod, will you see he has an armor, or does it just higher the stats?
June 30th 2005, 05:00 AM
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dinkme
Peasant He/Him India
 
The armor:
Depends, no problem with seeing the armor but I will not use the graphics as I do not want to increase the DMod size and make is downloadable range of 10 to 15 mb.

Globals
I will try using more than 200, Has anyone tried here crossing the limit.

This DMod is building quickly. I may ask for beta testers for the stats part in a matter of days
June 30th 2005, 06:18 AM
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i don't know what betatesters do, but i can be such one, it's just a test player, ain't it?
June 30th 2005, 07:06 AM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
Managing variables is possible. Simply re-use them when the player moves to a new area but only when he never returns to the old area.

For example, in my current D-Mod (size: bigger than Once in a Lifetime or Blood Scorpions), I've got the default bunch of globals (including story, save_x and save_y) and only 23 for the rest at the moment - I'm just saying, it is possible
June 30th 2005, 09:45 AM
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Sjoerdje
Peasant He/Him Netherlands
Lava pig to the rescue! 
Yup, Simeon is right, all you need to do is for instant put the global &story that went to between 4-6(depending on choices for instant) back to 0 when you enter a new area. As long as you are not allowed going back you won't need the global anymore so you can easely re-use it.
June 30th 2005, 10:35 AM
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dinkme
Peasant He/Him India
 
Thats a nice idea. The only thing I will have to do is not to let the player return to the area. That way I will be able toi save many globals
June 30th 2005, 07:30 PM
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SimonK
Peasant He/Him Australia
 
Some (perhaps many?) players like to return to areas.

SOB was structured in such a way that I could re-set certain globals. I used &story to track which land people were in... and then based on that value would write stuff for each of the other variables.

In doing this I decided you couldn't go back to other lands - and some people didn't like this (redink1 mentioned it in his review)

Anyway good luck with it all
July 1st 2005, 05:43 AM
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dinkme
Peasant He/Him India
 
Simon, I would have liked to let the player return to the area but I am running out variables.
Some people will probably not like that.
And I would like to thank you for the pq source. I used the calculations in the script you had writen in my own stats screen.
Its the longest script I have ever made consisting of 2145 lines in all.
July 1st 2005, 06:19 AM
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A wise man once said, "kill a town and you get a townful of reusable globals"
July 1st 2005, 11:11 AM
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An ever-so-slightly less wise man once said: "learn how to use editor_seq."

And if he wasn't drunk, his brother would remind us that items are also a good and sensible way to keep track of concurrent/nonlinear quests.
July 1st 2005, 11:12 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
And a vague uncle would advise supervariables, if possible.
July 1st 2005, 11:58 AM
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2145 LINES!?

*faints*
July 1st 2005, 12:03 PM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
Hmm, the World of DinkC puzzle with the arrows has 2665 lines.. 2663 without the first line comment
July 1st 2005, 12:06 PM
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2665... L-Lines...

ga-ga...

*faints again*
July 1st 2005, 12:59 PM
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My magic whip procedure is probably around 500 lines, but that's because it's poorly written.

In a different vein, I'm no great fan of the PQ stats. Honour does nothing, and it's hard to see luck and agility working. It'd be better if the bonuses you get from high luck or agility were displayed somehow during fights...
July 1st 2005, 02:06 PM
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I had a script that reached the notepad limit... how much is that, dunno. but I deleted it soon after that. long scripts = bad. complex scripts = bad. long complex scripts = worse

In a different vein, I'm no great fan of the PQ stats. Honour does nothing, and it's hard to see luck and agility working. It'd be better if the bonuses you get from high luck or agility were displayed somehow during fights...

Me neither, but I'm not a great fan of the normal stats (attack, defense, magic) in the first place. or rather of the way how everyone ignores the latter two in their dmods... and the fact attack is named attack but the global is named strength.
July 1st 2005, 02:09 PM
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you can always change that....
July 1st 2005, 02:15 PM
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you can always change that....

change what? the name of &strength, gah, too much trouble... make defense and magic more useful? yeah but you won't notice until I release my dmod which won't happen anytime soon. maybe this year.
July 1st 2005, 04:03 PM
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well, the changing the name on &strength isn't that much trouble, just change in main.c and all weapon scripts...
July 1st 2005, 04:08 PM
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I wouldn't try that... I think it's hard coded. Easiest would just be to change the "attack" graphic to strength
July 1st 2005, 09:56 PM
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A D&D Dmod sounds interesting. Some ideas...
Maybe implement a fighter class? Or at least a fallen paladin (an evil version of the paladin).
Make sure the alingment (CE, CG, LE, LG) can change throughout the game. For example, if your good wizard murders a hundred people, he would become evil. And what about neutral?
For the wizard's levelup, let the player choose what spells they want (consult the D&D 3.5 player's guide for how many spells per level)
You can't have an archer without alchemical fire arrows!
Are you including feats? (IE exotic weapons, swimming, craft, etc.)
Will the dice system be followed (D100 for pickpocket, climb walls, move silently, etc, D20 for room search, etc)
Can your rogues get trap and disguise kits?
Perhaps you could do critical hits and critical misses like bow lore is done...?

Anyway...ya. I look forward to it.
July 2nd 2005, 12:29 AM
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dinkme
Peasant He/Him India
 
A fallen paladin, I made one after I thought even a holy paladin can become evil.
Yes the change, if you kill anyone without a reason(including ducks and pigs, I mean who are not enemies) the evil rating will increase and if you are good your good rating will drop down. If your good rating falls below 30 you will see an evil rating instead of the good one.
Neutral- difficult, I thought about that but cant it will become too much complicated to script out.
Fighter class: I may include(not sure). But one restriction here is that you cannot multiclass
in the DMod

Wizard levelup: I am not sure what spells to include. I need some spells suggestions from you all.
Arrows: Three types fire, lightning, ice. Bows will be classified into the given types.

weapons:Yes, weapon mastery, how can you swim??
feats: Power attack, defend, point blank shot.
One implementing problem int it. How can we track the time. I mean if the player presses the P key to switch on power attack so how I can it automatically switch off after a given time.

disguise kits: I have made and finished a lighter version of Dink showing that he is hidden though he will be spotted as soon as he attacks someone. I have a good idea how the NPC will track if he ios hidden or not.

rogues: Yes they can pickpocket.

@milo: You will have different skills for each character and they influence you. For example:
the new ratings for eg: if Dink carrys more than his capacity I will reduce its speed. The more stamina he has the more weight he can carry.

Anyway, any place here to submit screenshots of your upcoming DMod.


July 2nd 2005, 12:45 AM
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Keeping track of time is tough... I'm not sure how many scripts you can attach/want attached to 1000, but if you only have one, if it's looping, it wouldn't be hard to have it modify a global variable for time.

And you really don't want too many globals. Good enemies eat a *lot* of variables, and the overall limit is 256 (at one time), so adding more enemies to a screen increases the number of variables used.

If you want me to lend you a spell or two, I might be able to oblige .
July 2nd 2005, 01:29 AM
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dinkme
Peasant He/Him India
 
I Will be quite happy if you do give it.

Hey I just saw some new expressions:
July 2nd 2005, 06:25 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
Heh, Fifteen Tasks of Dink and Once a Hero... sure have some similarities. Both have classes, both have feats/proficiencies...

Will be interesting to see if either of them get finished! The odds on my d-mods getting finished are low, however.
July 2nd 2005, 10:29 PM
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dinkme
Peasant He/Him India
 
They sure do! But you are well ahead of me and have more experience in scripting.
July 2nd 2005, 10:32 PM
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rp64
Peasant He/Him
 
When I first saw the title: "SOB" I thought i meant Son Of a she dog, as ppl say S.ob. as an insult.
July 3rd 2005, 04:34 AM
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dinkme
Peasant He/Him India
 
How do you take screenshots by the way. When I paste the screenshot form the clipboard, it looks all black and different colour dots. I tried pasting it in the file of the dink pallate but it din't work. Can anyone just describe on how to do it.
July 3rd 2005, 05:25 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
Well, I don't know how far I am ahead of you exactly. My d-mod isn't very long yet, and lot of stuff hasn't been implemented.
Also, certain things that have been implemented could do with being changed, 'cos they are rather crappy.

But I guess I'm probably a bit more experienced with DinkC, yes.
July 4th 2005, 01:14 AM
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dinkme
Peasant He/Him India
 
So can some one tell me how to take a screenshot.
July 4th 2005, 07:03 AM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
Here a way.. take note that you can also get the palette from an existing Dink graphic as opposed to downloading Ted's Tools and Toys but both are possible. Then you can save it as a 256 colours bitmap file (for ingame) or a .png file (for display here at TDN).
July 7th 2005, 09:40 AM
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dinkme
Peasant He/Him India
 
Here are some screenshots of the Dmod
July 7th 2005, 10:01 AM
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metatarasal
Bard He/Him Netherlands
I object 
Ehh... Wich stats will be used in the DMOD? You didn't tell us about intelligence and stamina before... Reading about your DMOD suggests that there wil be very much of them.
July 7th 2005, 11:21 AM
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attack is attack but it's strength? lame-o...

I'm "working" on a multi-stat dmod too, but it's a little different. you only get attack, defense and magic, but you can't raise them directly, instead you have sub-stats that affect those three.

strength and agility for attack,
agility and intelligense for defense,
intelligense and willpower for magic and
strength and willpower for health.
July 7th 2005, 01:01 PM
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Tal
Noble He/Him United States
Super Sexy Tal Pal 
Sounds like a system implemented in Jade Empire.
July 8th 2005, 09:06 AM
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dinkme
Peasant He/Him India
 
There are several modifications. Strength will decide how much weight you an carry or the more weapons you can use. Ifyou have more strength you can use more powerful weapons and do more damage with it.
Wizard:
strength
defense
magic
spelllevel(It would effct which level of spells you will use and magic will effect how quickly your spell gets ready for casting)

The rest stats you will have to discover when the Dmod is released or it will spoil all the fun in character choosing. There are some other secrets there also.