Come, Grimalkin......
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(I think that's from CT somewhere)
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Well I started to implement the mine room type now, and in doing so thought the time was to put in the basic rpg battle engine text adventure thing.
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This works good, but I think I made a design mistake, which I will remedy. Basically, I was trying to autogen each type of enemy from orthogonal parameters; the parameterization I was using was body part mapping (i.e., it has body-part-type "legs" the wings are called "claws", well you can it's a bit silly)
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What I think I will do instead is program "classes" of monsters, these will be little .info-based generators which spit out a monster, choosing it's name, etc.
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That way, I can have like, a "dragon" type monster which may spit out for a game say 4 type of dragons, "red", "aquamarine", "silver", "angry" or what-not. But they are all dragons, have dragon-like attributes, etc.
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Then I can have a "slime" type enemy, a "human", "snake", "alien virii", etc. etc. as my imagination allows. The autogen layer then is ultimately a bit more controlled I guess than what I had above but it's just easier this way and I think in the end will actually cover a wider possibility space with less man-hours (that is all we care about with this experiment, after all).
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So in short, in a few days you should be able to do battle with Red Dragons, Drunk Hippies, so on and so forth.
2004-02-22