Showing posts with label grafting. Show all posts
Showing posts with label grafting. Show all posts

Tuesday, January 19, 2021

Ultimate ADOM vs ADOM Classic - Complexity and Details

Some of the comments we've been receiving about Ultimate ADOM is that it seems to lack complexity, and it's easy to see where that perception might come from. Unlike ADOM's multiple dungeons and expansive overworld, in UA there is a single dungeon (though with several branches both optional and mandatory), and we have gamepad support.

Being seemingly confined in a single, deadly environment and being more accessible when it comes to controls does not limit the complexity of the game however. Ultimate ADOM: Caverns of Chaos' underlying logic engine allows it to simulate things that have never been possible with ADOM.

Play with fire


Interact with anything. Extinguish torches and candles, light them (if your character has the tools, the skill or the appropriate magic) or destroy them with raw physical rage. Open fire has a variety of uses not fully implemented yet, but which will come when elemental combination effects hit our Early Access roadmap.

Bumping into burning braziers will cause the oil to spill to neighboring spaces depending on the direction of the bump, potentially setting poorly positioned enemies aflame. Please note that monsters will occasionally also stumble into these things, making fighting near braziers a dangerous but potentially rewarding tactical choice - unlike in ADOM Classic, monsters now have access to exactly the same skills and actions as the player character.


Potions

Like in ADOM, potions can still be used in a variety of creative ways apart from drinking them. For example, you can pour orange juice into a river or coat an iron maiden with poison if that is what you wish to do, because Ultimate ADOM is not going to stop you from doing that. You will even be able to coat your weapon with a healing potion, in case an enemy disarms you, picks up your blade and decides to pummel you with it. It's all about being prepared, and while these are all instances which had to be hard-coded in ADOM, UA's logic engine will just allow you to do all of this because it's possible to simply interact with all the objects in the game.

There's one major change though - we will not have any "unidentified" potions or scrolls anymore. While some players enjoyed the challenge of finding out over and over again if a certain potion is poison or healing this session, most did not enjoy experimenting over and over again and we decided that in the Caverns of Chaos, potions are clearly labelled this time.


Grafting, Limbs and meaningful critical hits

Here's something that also hasn't been possible in ADOM, and best of all: It's already in game when we hit Early Access on February the 11th. While every character (at least, for now) starts out with two arms, two legs, a torso and a head, they do not need to remain so for long. Powerful enemies skilled in wielding bladed weapons (especially axes) may score a lucky hit, sending limbs flying.

Additionally, some characters specializing in this may graft monster bodyparts to themselves, because what's better than wielding two axes? Wielding four axes, one for each arm you could eventually run around with. Found a really cool helmet but it's too small for your regular head? Kill a kobold, butcher its corpse and graft its head onto your shoulders. You now have a slot for wearing a smaller helmet.



Animate everything

Playing a White Necromancer in ADOM was quite difficult, because clay was hard to come by. The Animancy school of magic in Ultimate ADOM will allow your character to animate anything she desires. Spare weapons, coffins, corpses or even the walls of the dungeon itself - as long as you have enough power points spare, a wizard specializing in Animancy will never truly have to be alone.


You might even cut off a minotaur's arm in combat, animate it and then leave it to fight its original owner if you are feeling particularly cruel.


So while the dungeon's scope itself is a bit smaller than all the different locations of ADOM Classic (for now, at least, because developing roguelikes is something one does not simply stop just because it's feature complete), we feel we have added all the fun, complex bits we couldn't add to ADOM due to the code simply not allowing for it. And there's a lot more to come!

Saturday, August 25, 2018

Ultimate ADOM Update

Hi everyone!

I'm somewhat late with my planned Ultimate ADOM update... here we go with bits and pieces.

But first the reason for being late:

Actually we are getting prepared for Roguelike Celebration 2018 in San Francisco. There we will show a first live demo of Ultimate ADOM: Caverns of Chaos, our upcoming attempt at building the ultimate roguelike dungeon crawler in a world with details never seen before. (well, maybe in Dwarven Fortress... in some respects... but we are working on building an easily accessible game with tons of depth and surprises ;-) ).
While preparations are underway we decided that we will start seriously speaking about Ultimate ADOM beginning with the presentations at Roguelike Celebration 2018. One part of this is that we currently are preparing a separate new website for Ultimate ADOM that also will contain a blog so that we have a focussed communcation channel for all news regarding Ultimate ADOM.

We have spent the past 8+ months building the underlying game engine for Ultimate ADOM (called AGE for ADOM Game Engine) which in turn is using Unity as a technical platform so that we can more easily ship Ultimate ADOM on many platforms.

AGE is a platform agnostic game engine controlling the game flow and everything that exists in the worlds of Ultimate ADOM. It's Unity-inpendent (although we have no plans to use something other than Unity) and uses an Entity Component System architecture for modeling everything - with refinements to the basic architectural approach to allow us to be even more flexible and build worlds of incredible depth.

The past months have been spent on building many of the basic features needed for a deep game (and there are still quite a few months ahead of us for building more of that).

While I now could start talking about our detailed skeleton infrastructure modeling the shape of bodies (and allowing for amuptations and grafting), our breath-taking new magic system (in which I just added spells for animating inanimate objects), our system for possessing/controlling arbitrary monsters, our growing in-game physics simulation allowing more and more complex interactions with the environment (from freezing water over boiling it to steam clouds, push mechanics and more) I'll defer doing so until we start presenting stuff at the beginning of October.

Additionally we are heavily working on our graphics and sounds for the game as well as lots of concept art (some of which I already posted).

Please follow my Twitter account where I occasionally tease things if you feel you need infos now... everything else will have to wait a little more. Next week we will be finalizing our communcation plans for the weeks and months to come and then we'll see!

Kind regards
Thomas Biskup

P.S.: Here's a brief summary of things I posted on Twitter that you might have missed:

A short video demo of bits and pieces of the new ASCII animation system:



Genders, genders, genders:


Modeling bodyparts:


Our beautiful ASCII tooltips: