DRL > Requests For Features

Light Sources and Running

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Ander Hammer:
Another thing that strikes me as something that may have been pitched, maybe for DRL2. Should I donate already so I can see the dev stuff for myself?

It started as a random thought while dwelling on DoomRL challenge modes. A film-noir type of gameplay vaguely similar to Angel of Darkness: floors cloaked in shadows, with precious few light sources allowing you to get a fix on demons and perhaps letting you hide from their fire. Also, all chainguns become tommyguns, demons become classy dames and there are cigars and whiskey instead of powerups.

Then it sort of morphed into the simple idea of light levels. Doom was all about atmospheric lighting, and having zones of clear visibility for normal (or bonus) to-hit mixed with areas of darkness, where identification and even sighting could be hampered or rendered impossible, would be neat and interesting.

Here's suggestion number two, partly to avoid spamming the forum with threads and partly because I'm certain this has been suggested before, but the search function isn't being very reliable. Being able to break into a sprint is cool and useful, but it'd be nice if you could do it more than once and didn't either have to keep doing it until you got exhausted or 'get tired' with abnormal quickness... more like in real life, or Berserk! RL.

thelaptop:
#2:  Hm.  So a meter of some sort on how much sprinting you can do?

Sambojin:
Even though you do get a pretty good feeling of just how long you can run for, a meter of run-time-left would be very handy.

It could be something as simple as just a percentage indicator next to your "running" status. It would also allow an opportunity for a couple of run-time modifying uniques or assemblies. Even negative ones for things like the gothic set might be cool.

Cheesybox:
If implemented well, static lighting could be an interesting addition to levels (maybe certain specials could have them?)

Having a bar with running would be helpful. Setting it to "running" could cost X energy then every turn afterwards it'll drain by Y per move based on armor/boots/inventory size (bonuses for being under half, not so much penalties for having a full inventory). I agree with the running till exhausted then needing a medpack or globe to be able to run again being kinda silly, though I am a bit biased since that's gotten me killed a couple times.

Ander Hammer:

--- Quote from: Cheesybox on December 10, 2011, 20:32 ---then every turn afterwards it'll drain by Y per move

--- End quote ---

Emphasis mine. I'm not sure if it does currently, but running should only deduct from this counter when you're actually running.

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