That is a fiendishly evil and awesome way of making my game more interesting! I'll seriously consider doing something like this and it shouldn't be too hard to write the code for this, nor do I imagine it taking a lot of memory (50 bytes or so?).Schlowski wrote:Very promising comments!
I don't know in which game it was, maybe Bard's Tale(?), but at least in one of the uncounted CPRGs I played over the years there was the option of getting ambushed from behind - this basically reverses the character order. Suddenly the robe wearing and always mumbling caster characters where in front of the tough monsters. I always had lots of "fun" when this happend and of course your group looses initiative because they are surprised. So basically in this case it would be better to have the caster classes in the middle of your group, maybe the ranged fighters at the end who could suffer a little more than the casters.
Actually, if I'm going going to put something like that in there where player 6 becomes player 1, etc. I should also put in the option where the party gets ambushed from the side -- then the entire party's position gets jumbled around in a position that that is completely random.
Of course 80% of the time, the party gets to fight in the order that the player defines it, but putting things like this makes it unpredictable and more interesting.
MY PROGRESS SINCE LAST TIME:
I didn't draw any graphics yesterday... I mostly worked on code for creating male/female characters (with the aforementioned STR and CHA bonuses that these get).
As well, I started writing code for item management; so far characters can move their weapon or armor to the common inventory pool. Basically, if characters want to trade items, they will be doing it as follows:
Player 1 --> 'moves' sword to inventory pool
Player 2 --> goes to inventory pool and equips the sword from there
There will be about 15 'slots' for storing items in the inventory.