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:)Īfter December’s introduction of merfolk aquamancers, javelineers and impalers, in January, we got snapping turtles and alligators.
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Then I liked the effect so much that I applied it whereever I could. The animations, incidentally, were not spawned by the Shoals but were originally supposed to be a mere debugging tool in tracking down the infamous Tiles’ lag. Again, I mostly had the Shoals in mind when I did that because I felt that the more eyecatching “large rock” floor tiles shouldn’t be as common as the ones featuring pebbles or only sand, though it also came in handy for the animated water tiles as well as for a variety of wall types.
#Dungeon crawl stone soup monsters code
Independently from that, we also modified the code to allow developers to assign weights to tile variants in a tileset, so they can have different probabilities of being used when chosen at random. As it’s not entirely reliable we unfortunately can’t make it the default one. The former method is nicer and can be enabled by setting the option tile_better_transparency = true. You see, one of the methods doesn’t work well for some systems, so we had to implement another, simpler way of doing overlays. Unfortunately, the overlays for monsters standing in water couldn’t cope with the new dynamically constructed water tiles, which is why Enne Walker rewrote the Tiles’ transparency calculations – twice! – so the overlays are displayed correctly for everyone. Thus, the introduction of the tides prompted me to add transitional wave tiles between water and floor, something that incidentally would have been much harder to do without Denzi’s new tiles.Ġ.6 Shoals screenshot, featuring Ilsuiw and entourage, as well as a snapping turtle When I had a look at the new and improved Shoals, I couldn’t help thinking that the water tiles’ clearcut edges, while working okay for stagnant bodies of water, looked out of place with the rise and fall of the sea.
#Dungeon crawl stone soup monsters how to
The idea of krakens inhabiting the Shoals was actually a very old one, but it took a long time for us to work out how to handle its tentacles, now treated similarly to summoned monsters that disappear when they stray too far away from the kraken’s main body.Ī few months later, Darshan Shaligram stepped in, and in a series of baffling commits greatly overhauled the Shoals’ level generation - and introduced tides! Without the islands’ previous strongly elliptic shape, the levels now look much more natural and the tides’ rising water gives a sense of urgency to exploring the branch, especially as the merfolk monsters, now of greater variety and more dangerous than ever before, feel very much at home there and don’t mind high tide in the least. Next came Adam Borowski’s implementation of the fearsome kraken, and, of course, the addition of the corresponding tiles, again courtesy of Denzi. A while later, Denzi’s new water tiles were added, their wave like look considered perfect for a sea-based dungeon branch. First, the rock border was changed to “open sea”, both to slam down on the cheap trick of digging out the level border and for greater flavour. Then, in 0.6, suddenly things picked up speed, as many developers chimed in so as to, this time, finally get the Shoals out of the door. Shoals screenshot in the 0.6 development version, showing new water and kraken tiles