Adapting "singleplayer" Borg for a multiplayer/competitive experience is ezpz if there is a good model available already. I speak as a person responsible on developing several dozens macroes/bots for MMORPGs starting from 1999 (for my own use never sold or distributed them). Nobody anywhere has any interest in coding a hack to pull info from your Tangaria server so they can run borgs FOR SC1ENCE.ĭeveloping a bot for your own game is like being ill and starting to dig your own grave in preparation to lie in it, instead of fighting the disease.Īs Andband.live (and other multiplayer variats) has big potential to become a real competitive platform (with champinoship and interesting internation events) - developing automatization focused on beating this particular game by its own devs is very silly. If the bot can pull this info from static info from the game, then it can make decisions, but it's extremely easy to stop a bot doing this. They cannot see where mobs are or walls or treasure. If you haven't, let me summarize it with 1 word: TEH SUX.īots have no concept of the world around them. Have you ever see what bots look like, in games like World of Warcraft, where there are teams of a dozen coders backed by a massive, million-dollars market for bots & hax? I don't think in any way it can latch onto the "folder" on your server. The borg is designed to run on the angband folder it's in. mysterious 1980s coders from an evil dimension, will reverse-engineer the borg code, turn it into something that can play on YOUR SERVER, and have many borgs running into your MP server - for the same profit as the underpants gnomes. Ok.īecause it's MP, i must assume this runs on YOUR server? that people log on to?Īnd you are worried that people. I think the result could be a very fun and widely-played game.So, you have a multiplayer angband variant. * 3D cutscenes for beginning, staircases, and deaths.Īnyone think this might make a fun hobby project or community effort? It could start with simple primitive shapes, and one effect shared by all spells, and then once the game was running, people could contribute models to flesh it out. * The light you cast could be an actual point light in 3D (but the visibility of monsters would be handled by the game code as it already is). * Show missiles and spells with nifty effects. * Maybe even animated loops for walking and attacking. * Animate movement that slides each creature from square to square (like Chess) instead of "snapping" to the next "turn." * Make door objects and moving creatures actually face the right way. (View angle and iso/perspective could be user prefs.)Īdditional effects would be the icing on the cake: but what about 3D objects? Could the existing source code be adapted to place 3D objects on a grid instead of ASCII characters? Stony cubes to make the walls, models for creatures and items, etc. The cells are seen as either ASCII art or cheesy static bitmaps. What if Unity were used just to give nice 3D graphics, without changing the gameplay? (I don't think Angband's fans would want the rules/play to change.)Īngband is just a grid of cells (sometimes half-width, but they can be square). probably because it has terrible graphics! Many variants are actively maintained.īut it's not my thing. Maybe someone would like to run with this just for funĪngband (see also Rogue and Moria) is open-source, has a large and loyal following, and the game-play has stood the test of time.
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