> commit 6c38fdbc4fef03a2c23361653c21937d18bffbed
> Author: Jesse Luehrs <doy@...>
> Date: Wed Aug 25 16:27:20 2010 -0500
>
> add ambient noise levels to branches
>
> noise loudness is increased or decreased by a branch-dependent amount to
> simulate having background noise. hive is very noisy and crypt is very
> quiet, and a couple other branches are in between... we might want to
> give values to a couple other ones, but couldn't really think of good
> ideas for that off the top of my head.
>
> i'm not sure how much this actually affects with our current noise
> system, but i think it's a reasonable concept to build on.
>
> this also gives a bonus/malus to stealth, the size of which is certainly
> up for tweaking (with the current numbers, hive is +40 and crypt is
> -40).
I absolutely love the idea of differentiating branches globally like this.
Comments below.
> "D", "Lab", "Abyss", "Pan", "Port"
> @@ -197,7 +228,7 @@ Branch branches[] = {
> // has_shops, has_uniques, floor colour, rock colour
> // mons rarity function, mons level function
> // num_traps_function, rand_trap_function, num_fogs_function, rand_fog_function
> - // altar chance (in %), travel shortcut, upstairs exit branch, dangerous branch end
> + // altar chance (in %), travel shortcut, upstairs exit branch, dangerous branch end, ambient noise level
May I suggest to add another comment line, which explains that an ambient
noise level of X will reduces noises by random2(X) and increase stealth by
2*X ?
> TEMPLE : ambient noise level of 0
> ORC: 5
> ELF: 0
> LAIR: 5
> SWAMP: 0
> SHOALS: 3
> SLIME: -5
> SNAKE: 0
> HIVE: 20
> VAULTS: 0
> BLADE: -7
> CRYPT: -20
> TOMB: -10
Before discussing/tweaking these, let me suggest this:
a) Let's not just follow realism when setting the noise levels; we
have to think about the gameplay changes.
High noise levels make a branch easier, low ones make it harder.
In my opinion, making Crypt harder is a good move.
Making Hive softer is questionable, but we will want to change
Hive anyway -- in the new version, better access for stealthy
builds will be fine.
I would suggest to make Shoals more noisy: this fits the flavour
and helps the branch: it is the hardest of the three Lair branches
(ignoring Slime) as it is so very open.
b) I am unsure about low levels -- will they have any impact?
On the other hand, we have tweaked shop distribution per branches
only slightly, and I have the impression that it's noticeable.
c) Currently, the Hive greeting indicates a lot of noise. The message
was meaningless but is not anymore. I guess we should indicate
noise levels similary in cases where it matters. (I believe this is
good enough to understand intuitively, no precise explanation of the
mechanic necessary within the game.)
d) zelgadis is working on general noise system changes. The problem
was that sound creation (battle noises anywhere on the map, missile
impact, spells) is not ideal; neither is how monsters react (waking
up, or following the noise). Does this have higher priority with
Jesse's commit?
Cheers,
David
|