Other Roguelikes > Berserk!

Ideas and Suggestions For the Next Version of Berserk!

<< < (3/8) > >>

Kornel Kisielewicz:

--- Quote from: sn0rb on November 23, 2006, 09:22 ---~ Improved documentation. (I can help on this, so I'm not a total blob of inert matter after all! Yayayay English degree!)
~ More throwing knives!
~ Additional Energy-using moves (I'll list some below.)
~ A body count. (Possibly dark red text in the lower left corner.)

--- End quote ---
Agreed on all :). I'm putting them all on the ToDo list.


--- Quote from: sn0rb on November 23, 2006, 09:22 ---As for the "additional moves," we already have the sprint and the three-square sweep attack. Moves suggested by others (as well as what I can ripof- err, permanently borrow- from the D&D PHB) could be:

--- End quote ---
I'm not all for copying from D&D -- many moves from it seem bland, and would be boring IMHO. But some of them may see it into the game. Out of my personal list here are a few: Ghostwalk, Impale, Charge

I noted your suggestions down.


--- Quote from: sn0rb on November 23, 2006, 09:22 ---~ Spin slash (attack all eight squares around you, at expense of a lot of willpower)

--- End quote ---
I somehow barely see that one done with the Dragonslayer :-P

Also slightly less necessary but still helpful:


--- Quote from: sn0rb on November 23, 2006, 09:22 ---~ Pickups (Throwing knives, fairy dust, Triple Crossbow bolts, and Arm Cannon charges.). Just walk on 'em and they're yours.

--- End quote ---
This one is somehow problematic, because the objects can't appear out of thin air? There will be objects between levels in the campaign mode for sure, but for others I don't yet know.


--- Quote from: sn0rb on November 23, 2006, 09:22 ---~ Difficulty levels that buff/debuff enemies (Easy/Normal/Hard are too typical- something like Tough/Tougher/You've *Got* to Be Kidding. =p)

--- End quote ---
Normal, Nightmare, Real :D.

Difficulty levels might be implemented for Survival and Days mode.



--- Quote from: sn0rb on November 23, 2006, 09:22 ---And last, but certainly kinda least:
~ Different gameplay modes (Campaign/Day Count/The Massacre!)

--- End quote ---
Sure ^_^.


--- Quote from: sn0rb on November 23, 2006, 09:22 ---Whoo, these are the thoughts that make me want to learn programming and try to help Kornel out x_X

--- End quote ---
Hah, the sources of Berserk are open, so you can freely take a look ^_^.

Malek Deneith:

--- Quote ---I somehow barely see that one done with the Dragonslayer :-P
--- End quote ---
He did that a few times IMO, the most notable one beeing probably the moment when he finally appeared at Casca's side when she was at cultists place (no way I'm going to belive that one was the simple "3 square" swipe :P)

[EDIT] Found the scene I was thinking about - almost perfect 360 degrees swipe. picture below

Kornel Kisielewicz:
Buaaaah! Talk about kickin' ass! :D

sn0rb:
I'm... gonna wisely assume that the center of that blood tornado is Guts. (^_^;

Igor Savin:
(thought about creating a separate topic called "Time in BerserkRL", but decided against it for now)

Having died (no big surpise) once again in BerserkRL I had the following idea: translate turn count into real time count. There's something more touching in "X have survived through 4 hours 32 minutes 15 seconds of hell and killed whopping bunch of 971 ugly creatures" than in a boring "...19942 turns...".

This brings us to several different points. First, of all, "turn" seems like a generally little amount of time, and most probably all of us will agree that striking someone with a sword or making a step barely takes more than one-two seconds. And this means that if and when "Day Count" is implemented, we should either limit "The Night" to 10-20 minutes, or take a liberty of declaring it actually takes *minutes* for hero to swing his tool.

Here come other things I've been thinking of. First of all, I don't know how Kornel is planning to organize "train und restock" system in Day Count\Campaign. Mundane "XP\Gold" system doesn't feel right for Berserk. So I've though that maybe it could work, if the only valuable resource would be time. That's right - in between of battles hero has 6-8 hours, which he can spend to produce bolts, brew dust, train himself or treat his wounds (maybe HP should automatically restore to ~50% each day, or maybe fully, that's worth special consideration). We could even reward hero for quick and efficient disposing of enemies, which can be done in a following way: after fight time (5-10 minutes, maybe +1 each day) is over, monsters spawn no more (and fight is not over until there's only one), and the quicker the level is cleaned, the more time player will get to spend (so it would be unworth to run from enemies all the time). Of course that's not very logical since the difference would be 1-2 minutes, and how the hell does that give or take free hours? This can be explained by hero being on the edge and overstraining himself, so the longer is combat, the more he actually takes to recover (not in Energy\HP sense, which are "short-runned" but in some long-termed way).

Any comments on that?

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version