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Suggestions & What Ifs

Posted: Fri May 10, 2024 7:41 pm
by cflip
This thread will keep track of features that people would like to have available for modding.

TODO list for next version (v0.4.3)
  • Template system, create room templates and place them throughout the level.
  • Finer control over entity spawns, being able to specify how many of each entity spawns per floor.
  • Allow for multiple skybox textures.
  • NoEntrance and NoExit parameters for level, controls whether the ladder spawns.
  • New tile types: Damaging floor, lava tiles (water+damaging)
  • Remove implicit sounds from shoot and the hit functions, add playsound
  • Remove dialogue system and replace with multi-line chat window
  • Customizable boss health bar colour
  • floor register that gets the current floor number
Post more suggestions below, and I may add them to the list.

Re: Suggestions & What Ifs

Posted: Fri May 17, 2024 1:39 am
by jusipat
I suggest some method by which non-Euclidean geometry can be implemented into levels, (eg. Levels within levels?)

Please let me know about this :D .

Re: Suggestions & What Ifs

Posted: Fri May 17, 2024 1:42 am
by bcfoss
ability to display images (maybe in combination with EnterName)
360 degree skyboxes and also multiple SKYBOXES

Re: Suggestions & What Ifs

Posted: Fri May 17, 2024 1:43 am
by cflip
That would be interesting, but would require a complete redesign of how levels work in the game. Not gonna happen, sorry. :ugeek:

Re: Suggestions & What Ifs

Posted: Fri May 17, 2024 1:44 am
by jusipat
cflip wrote: Fri May 17, 2024 1:43 am That would be interesting, but would require a complete redesign of how levels work in the game. Not gonna happen, sorry. :ugeek:
Oh :?:

:roll:

Re: Suggestions & What Ifs

Posted: Fri May 17, 2024 1:46 am
by cflip
bcfoss wrote: Fri May 17, 2024 1:42 am ability to display images (maybe in combination with EnterName)
360 degree skyboxes and also multiple SKYBOXES
My last post was in reply to jusipat,

Would you want the display image to be trigged from a script, or from the levelgen? It should be fairly simple to implement, but it's just a matter of being able to control where and when when the images are displayed and hidden.

360 degree skyboxes are also planned, probably via making your skybox image 1024 pixels wide. The skybox image used will also be controlled from the levelgen file, so you can have as many skybox textures as you want.

Re: Suggestions & What Ifs

Posted: Fri May 17, 2024 1:57 am
by bcfoss
This is very good thinga! Ideally images would be controlled by scripts AND also be assignable to the floor in floorgen.rov (displayed during EnterName screen)

Re: Suggestions & What Ifs

Posted: Fri May 17, 2024 4:24 am
by marmot
bcfoss wrote: Fri May 17, 2024 1:57 am This is very good thinga! Ideally images would be controlled by scripts AND also be assignable to the floor in floorgen.rov (displayed during EnterName screen)
I hate those stupid fucking egotistical Red Bull commercials. Acting as if god personally arranged the divine conception of their energy drink as a gift to mankind. But they're not a gift to mankind, they're a fucking energy drink. The idea that a Red Bull will just solve all of your problems and if you don't have one, you are doomed to perish against those that do. Seriously, watch one of those ads. The Red Bull drinker is always acts so smugly superior to those who aren't drinking red bull. Irritatingly smug. Whenever I see one of their commercials my mood instantly worsens, just like that. And their slogan makes no sense. The mascot is a bull not any kind of flying creature! God they suck. And before you ask, I have not drunk a Red Bull before. And due to those commercials, I never will.

Update 0.4.3 Released

Posted: Sat May 18, 2024 1:10 am
by cflip
Version 0.4.3 is now available at https://cflip.net/games/rovgends/. Tragically I did not add the entity spawn table stuff :cry:

Here are the changes you'll need to make to your mods:
  • Move floorgen.rov to levelgen/floors.rov
  • Add SkyName to levels that use a skybox
  • Add BossColour to levels that have a boss (put in the colour's hex code)
  • Resize your Tiles.png to be 352 pixels wide
  • Replace movetoenemy(...) with move(0, ...)
  • Replace strafe(...) with move(90, ...) (or a different angle)
  • Add playsound("SfxFireShoot") with your shoot() uses if desired
  • Add playsound("SfxSwordWhsh") with your hit functions if desired