Other Roguelikes > DiabloRL
Building a feature list for DiabloRL 0.5.0
nokturnal:
--- Quote ---The gambler which is additional shop in D2 is a very stupid idea. That means you can't have really good premium items in normal shops, like in D1, but you have to pay ridiculous amount of cash, only to find that the item wasn't of any use at all.
--- End quote ---
this i agree with, even tho i find gambling all your money away in d2 quite fun, i'd much rather have a better shop with a rare item or such, from time to time..
Ugm:
--- Quote from: Supernaut on January 05, 2007, 02:50 ---Regarding shopping:
-Other shopkeepers
--- End quote ---
Do you mean Adria and Wirt or whole bunch of new salesmen? :P
--- Quote from: Supernaut on January 05, 2007, 02:50 ---Items&magic stuff:
-Set items
--- End quote ---
Ok, but what's with the rare type?
--- Quote from: Supernaut on January 05, 2007, 02:50 ---At the time you should add only the most important features. In my opinion these will be:
-Maybe increase dungeon levels and difficulty by x % ;) so that game would be a little bit challenging at start :)
--- End quote ---
Hmm... The game is now quite boring but you're right, if all these features are implemented, the game will be too easy. Now the only problem is lack of potions at the start (beacuse of crappy weapon/armor and getting hit by scavengers :P ).
--- Quote from: Supernaut on January 05, 2007, 02:50 ----Increase the number of weapons and make them differ a little bit more from each other
--- End quote ---
Do you mean adding completely new weapons or just adding more from the original?
Supernaut:
Hmmm i mean adding different weapons like different hammers, knives, staves, and stuff. Right now you only have swords, which all do similar damage. Make them do different damage or maybe hit more/less time per turn, because i think they are not hmmm recognisable? At the time.
And you know, for me the game wasn't quite boring as i completed it in 15 minutes. I didn't have time to got bored.
vodnyk:
As I play through I really miss WAIT button :-) - easy to implement, great help while playing.
Much harder would be my second feature: Timing. I think that ADOM has one of the best systems how to bring action in turn based enviromet. How it works(schematically): every creature (including player) have its own speed (say 100). each TICK you get so many action points(AP)into your 'APs bank' as is your speed. When you want to attack or move etc. you have to pay it with your APs. Example:Normal attack cost 1000 AP, slow attack 1200AP, casting(for warrior)1500AP, casting for mage 800AP. Every TICK when you have more then 1000 AP you can act, APs are substreacted (you can have - APs) and you(the creature...) are waiting till your APs are above 1000. On the first wiew it looks complicated, but it looks really cool when it is working, you can add lot of features(see - different casting/attacking rates for classes) not only zombie acting every second turn.
I thought about this system and I see possibility for little change, which brings situations like "interrupting attacks". When your APs are above 0 you can act(walk, attack, cast) but the efect is NOT immediate, but it takes place after your APs are again above 0. If someone attacks you in this time, he can interrupt (with some probability) your effort. Of course it aplies to creatures as well...
Ugm:
vodnyk, I think that time, energy or how you call it based turn system is already implemented. It's just not used much (and thus noticable), beacuse of early stage of game development.
Supernaut - the game is not replayable for now, try to complete it several more times. I'm sure you'll get bored ;)
More weapon types - strongly needed, not so hard to add. Would be nice variation even if there were no other classes than warrior.
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