DRL > Requests For Features

Campaign Mode

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Kornel Kisielewicz:
I'll comment on this more thoroughly once I have the time :-/. As for now I'd like to hear more opinions ^_^

Anticheese:
Quoting: Kornel KisielewiczI'll comment on this more thoroughly once I have the time :-/. As for now I'd like to hear more opinions ^_^

You heard the man, Flame away.

sn0rb:
Quoting: AnticheeseFor a level editor I envisaged something like what is found in Megazeux (http://www.digitalmzx.net/) (Simple game creation system using a modified ASCII character set).

Not to go off topic, but I prefer ZZT (http://zzt.the-underdogs.org) over MegaZeux- simplicity is fun! ^_^

Getting back on topic, you mentioned before that prepacking all the Doom music with the game (and choosing which song plays on which level) would be a good idea. The game already comes with Doom I music =p

E1M1 - Hangar always plays on Phobos 1F, and I think the songs play sequentially from there. (Never got to Level 20 to see if E2M8 - The Tower of Babel plays when you come face-to-rocket launcher with Cyberdemon, though.)

Baphomet would also be a cool thing to see, but would Kornel Kisielewicz's Head on a Stick be on the other side of the wall? Would we hear a distorted "Zciweleisik Lenrok em taefed tsum uoy emag eht niw ot!" when we get within his sight range? =p

Anticheese:
Quoting: sn0rbZciweleisik Lenrok em taefed tsum uoy emag eht niw ot!

Come on :-)

Also AFAIK DoomRL only comes with Doom I music..
Quoting: sn0rb
E1M1 - Hangar always plays on Phobos 1F, and I think the songs play sequentially from there. (Never got to Level 20 to see if E2M8 - The Tower of Babel plays when you come face-to-rocket launcher with Cyberdemon, though.)

Nope, Just got up to the cyberdemon and it playes Number 12 - Nuclear plant.

flap:
Ok, probably my last post before I leave this forum (which does not mean that I will not work a bit on a level generator...).

The ideas I find important about campaign generator are :
- Being able to write text between levels
- Eventually, have multiple exits which brings to different levels. So there is different path. The text sent with the different path can be different. (exemple, instead of 20 levels there are 30. In level 1, there are two stairs, one going to number 2, on to number 3. Both have a stair to go to number 4). With this you could imagine different endings.
- To make choice between stairs more interesting, and add a little bit of color, maybe could some tiles wear a bit of text (when you l-ook at them).

But well, it might start to look complicated. And doomRL has to be simple.

By the way, if there are no multiple store level, there could at least be some impassable tiles, like "pits". You can see and fire through, however you can not go through. And maybe windows : you can see and fire through, however, noone can go through.

Ok, "Flap, the unregistered" is leaving. Thanks Kornel !! And I'll watch these products closely.

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