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Author Topic: How to make AliensRL fun  (Read 34624 times)

skarczew

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Re: How to make AliensRL fun
« Reply #30 on: February 07, 2012, 04:03 »

Alien infestation can have few stages - at least. The way Gamer-man wants the game to be, reminds me rather of tower defense game, rather than roguelike.
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Gamer-man

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Re: How to make AliensRL fun
« Reply #31 on: February 17, 2012, 15:52 »

it should work at least as well for roguelikes as it does for doomclones that do it (half-life 2, for example).  Roguelikes are already more about resource management than any genre save maybe RTS's
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skarczew

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Re: How to make AliensRL fun
« Reply #32 on: February 18, 2012, 12:15 »

Half Life 2 as Doom clone ...rofl :D . Why not Wolfenstein?
There was add-on for AvP 2 which included actions like setting up some Sentry Guns, etc - but this was just yet another enhancement to the game itself.

But to make game playable I would say ...finish it first. There are already lots of ideas floating on this forum, but the game itself is not completed.

And I fear that making it tower defense would change its feeling. I prefer my solo fights with (hopefully in future) intelligent Xenomorphs rather than directing streams of them into some kinds of turrets of death.

P.S. Resource management is present in a lot of games. Including Sentry Turrets won't change there much, as those are some kind of resource as well.
« Last Edit: February 18, 2012, 12:18 by skarczew »
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Kornel Kisielewicz

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Re: How to make AliensRL fun
« Reply #33 on: February 18, 2012, 12:27 »

No worries, once I finish DRL 0.9.9.6, ARL is targeted again :)
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skarczew

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Re: How to make AliensRL fun
« Reply #34 on: February 18, 2012, 16:26 »

2 working releases of Doom vs half/quarter release of Aliens ...thats not fair :'( .
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thelaptop

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Re: How to make AliensRL fun
« Reply #35 on: February 18, 2012, 22:26 »

2 working releases of Doom vs half/quarter release of Aliens ...thats not fair :'( .
Psst... make bigger bounties for ARL.  ;-)
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J. Stalvern

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Re: How to make AliensRL fun
« Reply #36 on: March 10, 2012, 09:04 »

I got AliensRL only recently and played it just a little bit, so I can't comment much on the gameplay yet, but just as a couple words on the lore, in the first movie Weyland-Yutani knew about the existence of the Xenomorphs. They were planning to capture a specimen and bring it back- with or without the crew. Ash was there precisely for this reason.
Thus in the second movie the presence and existence of Xenomorphs are pretty well known to the corporation. You also have to remember that Aliens was a movie of the 80's, and therefore W-Y is the big evil corporation first and foremost, logic comes second. That's why Burke's motivations are not completely clear, as in was he also ordered to bring back specimens? Did he act on his own? Why were colonists sent on the planet in the first place despite the presence of Xenomorphs? How come no one saw the Space Jockey craft before? etc.
As long as the "evil corporation plays around with dangerous things, bad things happen" is applied, writing some vague motives should be easy enough. And from there it can go further.

Motion scanners BTW are a must. Alien hissing sounds can be toned down and in place of that the motion scanner's detection scan and detection sounds could be more prevalent. Xenomorphs are normally very silent, unless they have been seen someone and are going to attack. They are supposed to be relatively fragile but very dangerous creatures. So the motion scanner would add tension to the game, if for example it would have false readings or erroneous number of signals, like in the Space Hulk game.

Also maybe the game could be more oriented towards survival and escaping with minimal losses instead of being more combat oriented? Like in the first movie wrather than the second one.

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blablah

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Re: How to make AliensRL fun
« Reply #37 on: August 29, 2015, 12:18 »

0.8.5 version is in the works.

Still? Can we have 0.8.4 in the meantime, please?
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Tormuse

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Re: How to make AliensRL fun
« Reply #38 on: August 29, 2015, 21:49 »

Still? Can we have 0.8.4 in the meantime, please?

Well, setting aside that KK made that post in 2011, this is a good question.  The Beta version of 0.8.4 was released in April of 2013.  If it isn't being worked on, I think it wouldn't hurt to release 0.8.4 publicly.
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Apostle Chaos Lt. General (0.9.9.7)
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Check out my Youtube channel for videos of me playing DRL!  :)
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Moonshine Fox

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Re: How to make AliensRL fun
« Reply #39 on: January 10, 2017, 00:55 »

Well, setting aside that KK made that post in 2011, this is a good question.  The Beta version of 0.8.4 was released in April of 2013.  If it isn't being worked on, I think it wouldn't hurt to release 0.8.4 publicly.
Wait what? There's a beta? Is there any possibility of getting my grubby hands on that one somehow?


EDIT: Nevermind. NEVERMIND! I'm an idiot and a necroposter. I just now noticed I'm actually a beta tester and have access to the beta forums where it's right at the top. *EPIC DERP*
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Tormuse

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Re: How to make AliensRL fun
« Reply #40 on: January 10, 2017, 03:25 »

It's pretty fun.  :)  You can have regular weapons in the heavy weapon slot, which allows you to make better use of ammo you find and makes the game much more playable for everyone who isn't a HW Specialist.  :)

Sentry bots in the Military Tower are pretty cool too.
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Apostle Chaos Lt. General (0.9.9.7)
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Check out my Youtube channel for videos of me playing DRL!  :)
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