General > Off Topic
Frozen Depth 1.02 released!
Glowie:
Thanks for the positive comments guys. It has been interesting to watch as new players discuss about various aspects of the game. I'll comment a few things here and there, feel free to ask anything if you have a question.
--- Quote from: Blade on July 13, 2007, 13:51 ---I know that it's only mine opinion, but i like to listen to The Cure when playing it, this music fits this game.))
--- End quote ---
I like to listen to power metal while playtesting it.
--- Quote from: Blade on July 14, 2007, 13:01 ---One more thing: this game was won without savescumming only 1 time ever.)) I have won it only WITH savescumming just to see, what will be in the end. Very funny thing happens when you kill final boss on dlvl 50.))
I'm very unlucky with sages. I sometimes travel 10-20 levels without finding any sage or Goddess shrine. Anyway, imho they are not sages, no wise man will be standing still and buying used weapons and armors deep in the frozen caves.))
--- End quote ---
Save scumming is evil, Blade! Just don't spoil the ending.
About the sages, many of you seem to complain either about the rarity or the costs. I can assure you that the costs are rather balanced, you just have to sell all useless items and spend the money wisely. It's true that you don't always find a sage in levels 1-10, but if you don't, you usually find an altar, which is enough to keep you alive till you find a sage in 10-20. I won't comment a lot on the "capitalist" attitude of sages, I'll just say that I didn't come up with a better name and that gameplay goes over realism. ;)
--- Quote from: Rabiat on July 15, 2007, 01:51 ---I just did a couple of test runs and really enjoyed it. The cold setting is done very nicely, perhaps with the exception of some monsters that don't really fit the atmosphere. I'd prefer to see only cold-themed monsters in this setting.
--- End quote ---
I would prefer only cold-themed monsters, heat-themed monsters and those that can survive there with, for example, clothing, but it's rather difficult to create that many different, but interesting monsters and try to get them diverse enough without breaking the theme of the monster. I've been changing the monster names and special skills in every version so far, trying to get a bit better atmosphere every time, but this change requires a lot of time.
--- Quote from: Rabiat on July 15, 2007, 01:51 ---Learning new skills seems to require quite a bit of experience. I haven't had the opportunity to learn a single skill in any test run so far.
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Learning skills quickly requires planning. If you check the desired skill's requirements before starting the game, you can get it very quickly, though that means you have to pick a bit less useful stats as well.
--- Quote from: Rabiat on July 15, 2007, 01:51 ---After playing a dwarf fighter a couple of levels, bashing monsters with a cursed bow stuck to his hands, not being able to afford an uncursing spell is pretty frustrating. That sage was so lucky my wand of frostbolt ran out of charges. :)
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Dwarven fighters don't use bows. ;)
--- Quote from: DisaffectedBeta on July 15, 2007, 06:51 ---You had the cursed bow thing too? It was actually a cursed bow incident that lead me to scumming!
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Be strong and don't scum, that way you'll learn faster how to stay alive in the depths.
--- Quote from: Rabiat on July 16, 2007, 01:03 ---Being a noob at the game I was carrying around lots of extra clothing in my inventory, which I don't think is necessary.
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Carrying extra equipment is far from useless, if your current equipment breaks and you don't have anything to replace it, you're in trouble deeper in the game. Also, you should sell all extra stuff to get as much money as possible.
--- Quote from: DisaffectedBeta on July 16, 2007, 03:12 ---Yeah, the asterisk thing is nice, although sometimes it's a bit misleading. If there's a higher class of item, but you have a blessed item of a lower class, sometimes the blessed item has the same statistics. So, while the class of the item gets it the asterisk, you really don't need to change (and risk getting cursed).
Can you pick things up piecemeal when they're in a ground stack? I haven't figured out how yet.
--- End quote ---
Yeah, the asterisk thing indeed doesn't take into account the B/C/U statuses of the items, so you may want to use blessed items a bit longer than you normally would.
You can't pick up only 1 item from a stack, but you can drop them one by one.
Thanks for playing and commenting guys! I appreciate all comments. And thank you Blade for creating this thread. ;)
Rabiat:
Hey, Glowie. Great job at the game. And thanks for the gameplay advice; I'll try and put it to good use. :)
--- Quote ---About the sages, many of you seem to complain either about the rarity or the costs. (...) I won't comment a lot on the "capitalist" attitude of sages, I'll just say that I didn't come up with a better name and that gameplay goes over realism. ;)
--- End quote ---
I don't think there's a problem with their rarity; sages shouldn't occur too frequently. But I must admit I expected a somewhat more samaritan attitude from a sage. ;) Their behaviour and function looks more like that of a merchant.
--- Quote ---I would prefer only cold-themed monsters, heat-themed monsters and those that can survive there with, for example, clothing, but it's rather difficult to create that many different, but interesting monsters and try to get them diverse enough without breaking the theme of the monster. I've been changing the monster names and special skills in every version so far, trying to get a bit better atmosphere every time, but this change requires a lot of time.
--- End quote ---
After Blade pointed out the explanation on the FD web site, I understand your considerations. There's still some monsters that bug me though. The walking bomb for example seems out of place.
--- Quote ---Dwarven fighters don't use bows. ;)
--- End quote ---
Picking up a cursed one served me right, then. :) Anyway, it was a nice exercise. The char managed to survive long enough to lift the curse, and ended up getting blasted by a &.
Since you're here: I noticed something strange, which might or might not be a bug. I was fighting a snow(?) crocodile, and was immobilized by its attack. After I killed it, I remained immobilized for some 10-15 turns. I expected to be released from its grip as soon as I killed it. Is this supposed to happen?
DisaffectedBeta:
You can imagine a walking bomb as not literally a walking bomb, but like a spherical, fat little grinning creature with fiery oils in its belly that it needs to keep warm in the depths. Usually other predators stay away from it because of its foul odor and tendency to explode, (and it tastes bad even if you do survive the blast), but the adventurer doesn't have the luxury of ignoring it. When you do kill it, its body ruptures, spreading the fiery oil in a burning burst around it.
This is the image I sorta have in mind (after coming up with the idea above):
http://www.dslextreme.com/users/wlee/olsz/eppain.jpg
@ - sage says (be wise, stock up on arrows while you can, just in case you need to pop a bomb at a distance! Arrows on sale now!)
As far as the crocodile:
Even if it's dead, maybe its mouth is still around your leg. It has a death grip on you and you have to pry its mouth open before you can get away.
I can come up with other explanations, although I think I could just give you alternate names and such for some of the monsters. I mean, there's intrinsic humor in being chomped on by angry caribou, but I think your game could have its own, unique creatures too, with a little flavor text about them. Just ask me in a private message if you want a hand with any of that.
Is it possible to throw potions?
Glowie:
--- Quote from: Rabiat on July 17, 2007, 05:04 ---But I must admit I expected a somewhat more samaritan attitude from a sage. ;)
--- End quote ---
Hey, it's not easy to make a living when you're immobilized deep in a frozen cave complex. ;)
--- Quote from: Rabiat on July 17, 2007, 05:04 ---Since you're here: I noticed something strange, which might or might not be a bug. I was fighting a snow(?) crocodile, and was immobilized by its attack. After I killed it, I remained immobilized for some 10-15 turns. I expected to be released from its grip as soon as I killed it. Is this supposed to happen?
--- End quote ---
It is supposed to happen, and DisaffectedBeta's explanation is exactly what I was thinking while creating it. Though the more technical explanation is that I don't know whether a monster or an event immobilized the player, so I can't remove the ailment after the monster is killed. Of course I could do this, but I was too lazy since I was able to make an explanation for the current way and I had more important things to improve.
--- Quote from: DisaffectedBeta ---Is it possible to throw potions?
--- End quote ---
There is one potion that is throwable (you throw it by using it), but you have to identify it first, otherwise the poor character tries to drink the potion.
And about those descriptions. I thought about this when I started creating the monsters, but in the end I decided that it takes too long to write a description for 150 monsters. The descriptions would of course increase atmosphere and explain some of the special skills a bit better. Also descriptions would allow stranger names for monsters... But for now I think I'll just rename monsters when I can. Though I loved your description of the walking bomb. :)
DisaffectedBeta:
I think your simple use mechanic has a lot of potential. Since you just came out with your newest version I doubt you want to just dive back in and start creating new content, but the fact that an item's single-use changes means you can do that with other things, like a wand that turns out to be a peppery piece of beef jerky or something :)
Sorry.
One thing you could do with potions is just have them act like wands, that way if you're afraid of drinking them you can throw them, which means you may accidentally benefit the monster you're throwing it at, but it might also encourage the introduction of more harmful potions.
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