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DoomRL featured on Roguelike Radio!

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Kornel Kisielewicz:
DoomRL has been featured on Roguelike Radio!

http://roguelikeradio.blogspot.com/

Roguelike Radio is a weekly podcast about roguelikes, where big names of the Roguelike scene dissect and talk about popular modern roguelike games. Be sure not only to check out the recent DoomRL episode as well as former episodes about Brogue, Cardinal Quest and Desktop Dungeons!

The DoomRL episode was quite full of critique, especially arguing that DoomRL has strayed away from it's simple coffeebreak roots, which the podcasters consider a bad thing. What is your opinion? State it on the Roguelike Radio blog, and help out with DoomRL's future direction!

http://roguelikeradio.blogspot.com/2011/09/episode-4-doomrl.html

ParaSait:
Cool :D!
Yeah, DoomRL sure isn't really a coffeebreak game anymore. But I think that's alright; despite being still quite simple for a roguelike (in that you learn how to play it quickly), it has a achieved an immense replayability and a rather unique kind of complexity for games of its kind. I certainly don't consider that a bad thing.
Let's just say DoomRL has evolved from a simple coffeebreak roguelike, to a complete hobby on its own. :P

Kornel Kisielewicz:
ParaSait, post that (and expand it) on the Roguelike Radio blog -- because I think you have a point there too!

Darren Grey:
Perhaps it has bad PR, since people expect it to be a coffeebreak  ;)

I'm curious as to what regulars here think about the unlocks though.  I really could dig the game a lot more if I had instant access to the content I want.  Does it not frustrate others when switching between computers, or when you have to do a reinstall?  Does it not make it harder to introduce to your friends?

And the interface could do with a bit of work too, in my opinion, just to streamline the gameplay a little more.  Mouse support is not particularly hard to implement in FreePascal, and I think it could add a tonne to how quick the game plays.  Left click move, right click fire, middle click reload - damned fiends can get blasted back to hell without me having to glance at my keyboard!  Inventory should perhaps be looked at - stack all ammo together, reduce inven size, and combine the inventory and eq screens so you can compare things easier.  Or just add an equipment comparison box in the inventory screen.  Change the modified description on items to just "mod" so it doesn't cut off on the right.  Lots of other little tweaks can be made to make playing the game that bit more pleasant.

MaiZure:
Thanks for the air time Darren - even if we don't see eye to eye. Good program!

As for your points, I'll be brief and I'm sure everyone else will follow up with a book on the subject...


--- Quote from: Darren Grey on September 21, 2011, 08:17 ---I'm curious as to what regulars here think about the unlocks though.  I really could dig the game a lot more if I had instant access to the content I want.  Does it not frustrate others when switching between computers, or when you have to do a reinstall?  Does it not make it harder to introduce to your friends?

--- End quote ---

I'm decent enough at the game to unlock all the features within the first 10 runs, and prior to this version probably in the first 5. As for the computer switching, my permanent profile and game are stored on my keychain flash drive so I always have it. Introducing it to my friends hasn't been too much of a problem because they seem to stuggle enough with the default content to not worry about the actual challenge modes. Actually, you self impose most of the restrictions and get the same experience in a standard game (not Ao100 though). Also, I believe that you can probably unlock most of the feature without even beating the game since a lot of the early reqs involve beating special levels and getting to level 12 on the first 3 challenge modes.

I don't have much to say about the UI except that I'm 'used' to it. I agree that the UI is probably key to keeping a new player interested.

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