Other Roguelikes > AliensRL

Hello (and suggestions)

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Daqin:

--- Quote from: Kornel Kisielewicz on November 27, 2007, 22:42 ---Well this is a thing that makes combat predictible, and surprisingly predictible combat is a good thing. At least in this game :).
--- End quote ---

Not when suprisingly predictible combat does not enough damage to save your *ss :D. I'll try to explain my feelings about that. This how it goes: generally I try to think of alterations to the game in a way to give it even more joy if possible. And when I fire at alien some distance away it often makes me sad because even when I manage to hit it causes little damage and is waste of ammo. Yeah that's sad. That's why my point is to make it work more realisticaly, even if balance is at risk (however I would never say that it is at risk because there are tons of other random factors, and myself, I would reverse things: make combat less predictible to make finding some items or other non-combat things more predictible)


--- Quote ---I know it's cool, I made some full color tech demos once. Unfortunately text-mode is 16 color, and we can't do anything about that. And unfortunately non-text mode looks bad on many PCs, not to mention that you can't play in a console (and via SSH).
--- End quote ---

Mm yea, that's bad. Maybe make experimental version in one, nice color only ? And see how all shadings and light-simulation  system makes a difference ? And, yeah it is cool. I was making graphics stuff too. Actually I was studying art/painting a little and I discovered that you may screw the form and create real tricks with color alone. That's why I thought that roguelikes could be very good place to make use of it.



--- Quote ---And rather *short* :P
--- End quote ---

Maybe.. or maybe not. ;>


--- Quote ---DaEezT might explain that better, but globaly, lighthouse movements become tedious and boring after some time.
--- End quote ---

Yes, that's why I said it doesn't make sense and it couldn't be really useful to walk this way anyway. Then why worry about that ?
 

--- Quote ---Text walls, similarily to living walls -- do :P
--- End quote ---

Heheh 8D.. In such case I would say you cannot throw them or wield them.. -hit with them. :P


--- Quote ---HEAR THAT, YOU LURKERS? :P

--- End quote ---
:)

Thanks

Adral:

--- Quote from: Kornel Kisielewicz on November 27, 2007, 22:42 ---Unfortunately, it's been quiet here for a time, so people have to gather again -_-

HEAR THAT, YOU LURKERS? :P

--- End quote ---

Adral reporting for duty, for the Glory of the Emperor!

I'd really like to both:
a) be able to play the game without problems. (I have played AliensRL for like 5 minutes)
b) have enough time to consider everything that was posted here. I have always liked discussing suggestions for roguelikes.

So this is a post of "I am not dead, and I'm listening" more than anything else. :P Sorry but I really cannot say much more for now :-/. Keep discussing, though! I'll be sure to check this again when I have some spare time.

zaimoni:

--- Quote from: Kornel Kisielewicz on November 27, 2007, 22:42 ---
--- Quote from: Daqin on November 27, 2007, 22:28 ---What's wrong if someone do this kind of movement anyway ? It doesn't make sense to wait for one ping after you just got one or wait for ping every two or few steps because aliens could change places anyway. However I wonder what idea you have in mind.

--- End quote ---
DaEezT might explain that better, but globaly, lighthouse movements become tedious and boring after some time.[/quotes]
Besides driving attention to detail up (and consequent tedium), there's a matter of time scale.

Requiring lighthouse movements doesn't make sense at time scales above a second or so.  And I don't see the player running in this game, but rather walking briskly and alertly -- so the "turn precision" is low enough that we can just assume lighthouse movements and give the player 360-degree field of view.
--- End quote ---

Daqin:

--- Quote from: zaimoni on November 30, 2007, 19:43 ---Requiring lighthouse movements doesn't make sense at time scales above a second or so.  And I don't see the player running in this game, but rather walking briskly and alertly -- so the "turn precision" is low enough that we can just assume lighthouse movements and give the player 360-degree field of view.

--- End quote ---

Hmm, I assumed that movement detector will work in 360-degree anyway. I got the point now. Thought lighthouse movements is step-and-wait for ping thing.
I copy that to give player 360-degree field of view (solves many problems)

Daqin:
Here, in one color, no walls and things out of LOS invisible.
http://myfreefilehosting.com/f/9cf15fe9c8_0.01MB
Don't say it gives no claustrophobia..
I didn't have much time to do it better (I am travelling, almost out of money, no return ticket, had to sell laptop, edited this picture in a cafe with windows paint).

This one can go with 8 colors only, so other 8 for different things (or for smoother effect)
Maybe I'll do later one with more LOS and lights on walls.

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