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the reason i love warhammer cosplay is: the better the costume is, the more accurate. the better the craftsmanship; the more it is evident just how ridiculous it all is










Warhammer Cosplay
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working on a monster breeding game that uses genetics as a model for heredity, fully procedural species creation. monsters have 4 stats and a number of skills, each skill and stat will have a gene G g S s, if the monster is a gestator anything with an G or g gene will be expressed, if it is it a seeder it the same will be true for S and s genes. when you breed two monsters case has precedence, then its G > S, G > s, g > s g < S. the genes are passed down based on those comparisons, the monsters stat will be generated from the same random seed as the stat with the dominant parents gene. Finally the total of each g and s type gene is added up and the 'sex of the monster is determined by the most dominant genetype. in the case of ties it will default to gestator until i can mechanicallyfigure out how t o represent hermaphroditism. anyway in this way a monster can pass along abilities that it cant use. stats do not waver, mismatched typing for stats dont affect them, but skills will be genetype specific, so a seeder may have the gene for a gestator only skill, but be unable to use or know that skill, however could potentially pass that skill along to a gestator child.
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copy this folder into your python27 folder, double click firstrl.py numpad moves. num 5 = get/wait. 'i' = inventory, 'c' = character screen.
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tracking changes
okay, we are nearing an alpha stage, where we will be able to think about more creative things then algebra and recursive dungeon generating algorithms. so in order to make the code easier for you to understand, i am do a comment run on each function and class and basically everything i can explain easily, so that if you have an idea and im not available, you can see how it might work and thus be better able to explain to me how i can implement it and if its possible.
latest additions
the 5 key on the numpad will now pick up an item, or if there is no item to pick up, it will just pass your action (clarrification: picking up an item does not turn time forward causing monsters to take an action. passing your turn by pressing 5 while not on top of an item will cause time to move forward.
scaling item and monster chances: monsters can now have their spawn chances changed by dungeon level or by a bracket of dungeon levels, same with items
press left alt and the 9 key(above the i, NOT on the numpad) to toggle debug mode. debug mode will cause you to not die upon reaching 0 health and allow you to pass through walls. other features will be added to debug mode, that will allow bug testing to be much easier, and provide potential for mode iteration for the player later down the line.
so who knows if we'll ever actually get to alpha lol, ive been working on this for a year by myself, and you guys are just getting on board. once we get the new art assets worked in it'll be a more complete experience. ill keep plunking away.
heres some stuff im working on implementing
a new BSP based dungeon generator that will solve the exitless first room problem + an unimaginable potential other things
spawning items and monsters for debug mode
equipping items and monsters equipped with items
the scoring system and high score board
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