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That's boring, so let's not do that. Our dark elves are split between *Clan Arbat*, *Clan Barbo*, and *Clan Cirro* (A, B, C, get it?). Thanks to the Abyssal influence of the Amulet of YALA, they are wrought with terrible infighting and war! We'll worry about differentiating the clans in a moment, for now lets make some entries to provide three groups of dark elves who hate one another.
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In the `factions` section of `spawns.json`, create three new factions:
Notice how they ignore their own clan, and attack the others. That's the key to making a warzone! Our factions system already supports warring groups - we've just not used it extensively. Now find the `mobs` section, and duplicate the "Dark Elf" three times - once for each faction:
If you `cargo run` now, and cheat your way down to depth 10 (I recommend god mode, and teleport) - you find yourself in the midst of a warzone between three clans. There's combat everywhere, and they only pause killing one another long enough to murder the player. There's a lovely amount of mayhem - the gods of Chaos would be proud.
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## Clan Differentiation
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It's kinda boring having all of the clans be identical. The basic "Dark Elf" can stay the same, but lets add a bit of flavor to make the clans *feel* differentiated.
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### Clan Arbat
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We'll start by making Arbat a different color - a lighter red. Replace the "fg" attribute of their Dark Elves with `#FFAAAA` - a pinkish color. We'll take away their crossbows, also. They are a melee-oriented clan. Replace `Scimitar` with `Scimitar +1`. The modified `Arbat Dark Elf` looks like this:
They are probably going to regret their melee focus, but we aren't too concerned for their health!
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### Clan Barbo
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Conversely, we'll make Barbo quite missile oriented - and a little more scarce, because that's super-dangerous. We'll also give them a dagger instead of a scimitar, and change their color to orange:
If you `cargo run` the project now, you'll find that the dark elves are murdering one another - and there's a good level of variety present.
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## Wrap-Up
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This has been a short chapter: because most of the pre-requisites were already written. That's a good sign for the engine as a whole: we can now build a very different style of level without much in the way of new code. In the next chapter, we'll advance further into the dark elven city - trying to make more of an open city level. The mayhem will continue!
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