Showing posts with label Status. Show all posts
Showing posts with label Status. Show all posts

Thursday, 14 July 2011

Status Effects

In the version of the code checked into the Repository this evening (which will eventually become either .06b or .07), Status Effects are now displayed at the bottom of the main display, with positive effects (for example, Fire Resistance and Free Action) on the left, and negative effects (in the screenshot below, Confusion) on the right:

Though should I also display the number of turns left for each one as well? e.g. Conf [10]? Or is that too much information? Maybe only limit it to positive effects?

Friday, 27 August 2010

DnD 4e and Status Conditions

I play a lot of DnD 4.e and I think some of the character statuses (stati? statum? stata?) could work well in Kharne (with some small modification). Others wouldn't work so well.

For example, certain undead could stun you. Stunned creatures can't do anything; the stun has a certain duration, or there is a chance the stun wears off at the end of each turn. In the context of a roguelike with a single character this is a highly lethal attack - it might be worth restricting this property to certain unique monsters.

Immoblisation/Restraining is also easy to implement - you can do everything except move! The closest analogue to dominated in the roguelike milieu would be the classical Confusion, where your movements are randomly swapped (along with further limitations that are generally roguelike-specific). Weakened is also simple to implement, and would also be a good brand.

Dazed however, which in DnD cuts down on the number of actions you can perform in a round to a single (standard) action would be tougher to implement. At its core, dazed is about controlling and limiting the effectiveness of a character, perhaps the closest analogy in a roguelike might be not allowing the character to attack, but allowing the character to do anything else.

And finally another status effect (but this time, not from DnD) - bleeding. Like poisoned, you lose hp each turn (or so) but to cure it you need to raise your hp to minimum as opposed to quaffing a potion.

Any thoughts on any of these? Have I missed any?