DRL > Requests For Features

Graphs for DooM Roguelike

<< < (14/18) > >>

sn0rb:
Quoting: jimmyjBut in classic doom you could only gib with bfg and rocket launcher, not shotgun!

You could also gib with exploding barrels and Berserked Fists. =p

Anticheese:
Oh yeah..

I wonder how the ASCII version of DoomRL will handle gibbing though, All theese red  %'s look the same..

Thomas:
Simple, % of monster's colour: Monster corpse
Dark red %: Pile of PWNED enemie remains

Anticheese:
Hmm..

Anyone else getting the mental image of cattle processing on steroids?

Kornel Kisielewicz:
Quoting: AnticheeseI wonder how multiple corpses on the same tile will be handled, Could there be a few dozen pile sprites added?

Duh, that IS a problem. I guess we will only count the most recent corpse, and treat that everything underneath is just a big pool of blood and guts (by the way Gutts rulez :-P).

Quoting: AnticheeseKornel, I now know your secret to a high post count..
I'm sorry to complain, But have you ever heard of the edit button? I know that two posts to adress two people can be convenient, But really there is a point where it becomes excessive..
P.S Please dont kill me.
Whoa, give away a little power and I get an overambitious moderator ^_^.

Anubis pulls out his combat shotgun.
Anubis pumps a shell into the chamber.
Anubis fires!...

Seriously tough -- replies that span over the length of one screen seem somewhat unokay to me. Yet if it really annoys you I can behave ^_^.

Quoting: AnticheeseCould larger-than-whatwehavenow levels be added if a scrolling feature is added? It could work and add a bit more meat to levels..
Depends. Having the levels scroll around the screen is the smaller problem. Increasing the memory allocated (78x19) for the level is the bigger problem.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version