Movement

Scale

Speed

Primary direction

Each direction has an associated primary direction. This is the direction the "use" command searches for object (door, elevator, secret door, etc...)
So for instance, if strafing West at a 135 degree angle, you can open the door pointing to the West, but if strafing West at a 225 degree angle, you can't open that door without turning.
Also, doors to the East can't be opened at either 45 degree angle suitable for straferunning East.

Player-to-enemy damage calculation

All random numbers are 0-255.
The numbers are pulled from a table-based pseudo-random number generator. The table is:
  0,   8, 109, 220, 222, 241, 149, 107,  75, 248, 254, 140,  16,  66
 74,  21, 211,  47,  80, 242, 154,  27, 205, 128, 161,  89,  77,  36
 95, 110,  85,  48, 212, 140, 211, 249,  22,  79, 200,  50,  28, 188
 52, 140, 202, 120,  68, 145,  62,  70, 184, 190,  91, 197, 152, 224
149, 104,  25, 178, 252, 182, 202, 182, 141, 197,   4,  81, 181, 242
145,  42,  39, 227, 156, 198, 225, 193, 219,  93, 122, 175, 249,   0
175, 143,  70, 239,  46, 246, 163,  53, 163, 109, 168, 135,   2, 235
 25,  92,  20, 145, 138,  77,  69, 166,  78, 176, 173, 212, 166, 113
 94, 161,  41,  50, 239,  49, 111, 164,  70,  60,   2,  37, 171,  75
136, 156,  11,  56,  42, 146, 138, 229,  73, 146,  77,  61,  98, 196
135, 106,  63, 197, 195,  86,  96, 203, 113, 101, 170, 247, 181, 113
 80, 250, 108,   7, 255, 237, 129, 226,  79, 107, 112, 166, 103, 241
 24, 223, 239, 120, 198,  58,  60,  82, 128,   3, 184,  66, 143, 224
145, 224,  81, 206, 163,  45,  63,  90, 168, 114,  59,  33, 159,  95
 28, 139, 123,  98, 125, 196,  15,  70, 194, 253,  54,  14, 109, 226
 71,  17, 161,  93, 186,  87, 244, 138,  20,  52, 123, 251,  26,  36
 17,  46,  52, 231, 232,  76,  31, 221,  84,  37, 216, 165, 212, 106
197, 242,  98,  43,  39, 175, 254, 145, 190,  84, 118, 222, 187, 136
120, 163, 236, 249
The RNG index is a value from 0-255. It increases at least once every frame and also whenever a random number is required, and wraps back around after it hits 255.

Enemy-to-player damage

Hitscan

Melee

Enemy info table

All HP values are on veteran difficulty.
EnemyIDHPDamage
Sector patrol538Hitscan
Informant71Emotional (NOT ME)
Bio-tech728Hitscan
Plasma alien996
Plasma sphere101
Star sentinel11175Hitscan
Genetic guard12240Melee
Mech sentinel13210
Genetic alien18240
Star trooper22425Hitscan

Enemy AI

Enemies behave differently depending on if they can see you or not. Note that AI decisions are based on entire tiles, and the subposition of the player is not used as a tiebreaker if they line up with the enemy.

Enemy sees player

Enemy is awake but cannot see player

Enemy reaction times

Enemies will react if they see you or if you fire a bullet within their floor code (enemies placed on deaf tiles will not react to bullets). Floor codes and deaf tiles can be viewed in the map editor. If a door is even slightly open between two floor codes, they will be considered conjoined and firing within one code will awaken enemies in both.
Different enemies have different reaction times once they're aware of your presence, with some of them incorporating randomness. All reaction times here are given in frames.

Map editor


GameResources/DOS/BlakeStone last edited by slamo on 12/17/2017 9:09 PM
Page History Latest diff List referrers View Source