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From: fir <profesor.fir@gmail.com>
Newsgroups: comp.lang.c
Subject: Re: logically weird loop
Date: Fri, 22 Nov 2024 18:19:35 +0100
Organization: i2pn2 (i2pn.org)
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Janis Papanagnou pisze:
> On 21.11.2024 14:05, fir wrote:
>>
>> well im somewhat experienced in writing roguelike (never make some
>> finished but i wrote them i dont know in sum maybe about 3-4 months day
>> bay dey
> 
> Yeah, I suspected so; that's why I initially wrote about my suggestion
> that "this might mess up your plans".
> 

in fact i coded roguelikes maybe more (maybe up to 6- months day bay day 
in sum... its not so little.. as yoiu then got some experience with that

now im fuking out of energy and my whole body makes pain (some health 
problems) s i dont even try to finish some but simply toy with some thoughts

>>
>> previously i used thsi simpler approach and the conclusion from
>> experiecne was i need something that stores the action..
>>
>> bothering bots i dont see as a problem but it is just needed to eb able
>> to bother them - not for being unable for bother them... i just need a
>> lot of cases when i could combine warious states for good efects
> 
> I was tempted to suggest, for the implementation details, to (also or
> better) try a post in rec.games.roguelike.development but that group
> appears to be dead.
> 
>>
>> spells in turn if casted just live on their own loop so they not block
>> a caster if are casted
> 
> I would have seen a spell-cast (as opposed to learning a spell) as a
> single-turn action, but that is of course a design decision.
> 
> Janis
> 

design is especially important as to program like rogualike..becouse the 
game is not "fluid" but lives on tiles and also time interactions need 
to be designed its maybe not primarely important if it is simpler 
scenario or more complex but the very important is the design to be 
"inherently coherent"