Well, here I am again ready to talk about the shiny thing
I'm currently looking at. If you like how I left you
dangling without a follow-up from my previous posts
(see
Numbered Bookmarks), then you'll love this one.
Morgul12,
informed me some time ago about a little thing
called
Progress
Quest. He mentioned it as a poke at my obsession
with MMO's. During that time I'd finally had it with the EA's perversions
of
UO; and I was jumping from
MMO to
MMO
looking for the next
UO.
Anyway, I tried
Progress
Quest. I like the premise of just picking your starting
stuff and pressing play; but I want more control. I like
managing how my charater's stats progress, choosing
what gear to equip, and such. So I thought, "hrm. I could
do that. Kinda. Well, maybe not as good."
I expect the first version will suck
pretty bad, but it's an exercise that I really need to get
out of my system. It's been a long time since I first tried
Progress
Quest, but it wasn't until a couple of days ago that
I started working on this idea.
So here's what works (well kinda works) so far:
Character
strength,
agility, and
hit points.
I've been able to get characters to attack each other. In
order to do this I have developed a chance to hit scheme
and a very basic damage scheme working. I also got a dueling scheme
working that uses agility to determine how often a
character is able to attack relative to the opponent.
So let me introduce the contestants on this show that
offers no prizes. To my left -- or is it your left -- we have
Bill. Bill has 10 strength, 10 agility, and
a massive 50 hit points. Our other contestant, Bob
was created only one line of code prior to Bill, and he has
exactly the same stats as Bill. Amazing! This should be a good fight.
Keep it clean guys!
Bob hits Bill for 5 points of damage.
Bill's attack misses Bob.
Bob's attack misses Bill.
Bill hits Bob for 10 points of damage.
Bob's attack misses Bill.
Bill's attack misses Bob.
Bob hits Bill for 10 points of damage.
Bill hits Bob for 10 points of damage.
Bob's attack misses Bill.
Bill hits Bob for 5 points of damage.
Bob's attack misses Bill.
Bill's attack misses Bob.
Bob hits Bill for 10 points of damage.
Bill hits Bob for 10 points of damage.
Bob hits Bill for 5 points of damage.
Bill hits Bob for 10 points of damage.
Bob hits Bill for 5 points of damage.
Bill hits Bob for 10 points of damage.
Bob is dead.
Bob:-5 Bill:15
Game over.
Above taken from program output.
Okay, looks like Bill wins this time. What happens if I
make Bob a little faster and Bill a little stronger?
Poof, Bob now has 15 agility instead of 10; and Bill
has 15 strength instead of 10.
Bob hits Bill for 10 points of damage.
Bill hits Bob for 15 points of damage.
Bob hits Bill for 10 points of damage.
Bob hits Bill for 10 points of damage.
Bill's attack misses Bob.
Bob's attack misses Bill.
Bill hits Bob for 15 points of damage.
Bob hits Bill for 10 points of damage.
Bob hits Bill for 10 points of damage.
Bill is dead.
Bob:20 Bill:0
Game over.
Congrats to Bob. Well, I guess I'll call it a night. Next
time I see something shiny, I'll be sure to tell you about
it.