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The Inferno Module

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VANDAM:
And now I've got a suggestion.
Maybe it'll be possible in future.
make a 2 floor lvl with keys.
for example: on the first floor there will be a red door(exit), yellow with a blue key. On the 2nd floor there will be blue door with blue key.
If now it's not possible to make a key you can use a lever event /arena master staff event. IDK whether it's possible or not to have multifloor lvls(but you made basements)
This idea was born when i saw basement lvls.
Also, if there will be BF_MELEE, BF_PISTOL, BF_SHOTGUN effect you can turn the welcome screen into challange selection and it's really easy to add mortem events such as AoB...
Now, BF_IMPATIENT BF_DARKNESS are possible
And some hardcore stuff like BF_NOHEAL with BF_REGENERATE I think, or it will be hm... uneasy.
Angel of stupidity BF_NOMELEE (%
BF_MAXDAMAGE if it's possible to give it to every monster.
P.S. If you want, I can write some features for your mod, I'm truly interested in donating code for RL projects.

tehtmi:
Multiscreen/multifloor levels are kind of a sensitive subject, so I'm not sure how far I want to go in that direction.  There is no support for them in the engine; inferno does all the book-keeping for basements manually.  Keys are definitely doable in a variety of ways, and I've considered them several times.

The welcome level did allow selection of challenges in some of the old alphas, but I wasn't happy with just duplicating DoomRL's challenges.  I have some ideas in this direction as well, but I'd also be interested in what other people think.  I'm not a big fan of weapon challenges, as these can be self-enforced.  I'd rather track these for all games and note in the mortem that the player accomplished the weapon restriction with an award.

I appreciate your offer to help with coding, but for now I'd like to keep coding on my own.  I've found that the biggest bottleneck in inferno development is coming up with new ideas and playing and evaluating them rather than the implementation side, so I'm most interested in hearing ideas and people's playing experiences.

VANDAM:
About suggestions:
I think it would be great if you'll make a secret level like exm9 in PC doom. There can be more than one secret tunnels of course. Also, secrets may be generated randomly and the can hide dangerous monsters... Just imagine, you open a secret and then you find your favorite bfg-cyberdemon, so cute...
About challenges, just for fun it'll be interesting to make Angel of [monster], and you restricted to monster characteristics/traits[i don't think about them], you play Vile and ressurect a monster, he fights for you. You play as zombie, equip armor and pistols[ just a dead doomer heh], or while you're playing demon you're in a permament berserk state+vampire and etc.
Angel of minimal damage, you do only min dmg, monsters do original/maximal.
Angel of chaos, you start from the river[hello cheaters], then you go through every non-random level, with 1 correction, basement levels are generated+some stuff.
Add a monster like Vile/Apostle... which can turn you into a chicken for a short period of time [they're dark mages huh]
Make a monster that looks like item[Nightmare hydras in G version] and they'll attack only when you near them[and info will show that it's an item].
Make a boss challenge, every lvl generates it's own boss with unique or exotic item.
Angel of morale, you kill enemy => you lose health.
Cursed levers, your equipment sticks to you, or smthg else. You push a lever then you die, poor rng.
Cursed challenge is good too, you start with cursed but good armor and weapons.
Invisible monsters should be visible under track map/int2 effect, while they are invisible you must have an opportunity to kill them, but, as far as i can remember, they are invincible while invisible.
More suggestions/bugs later.

tehtmi:
I've uploaded a new version in the first post: 0.15.1

This is mostly a bugfix release.  I also spent some time making the graphics more presentable, although there are still plenty of issues I need to get to (and plenty more that will probably need to wait until the next DoomRL release).

The main balance concern for me at the moment seems to be experience inflation.  I'm thinking of implementing something Game Hunter suggested to me: reducing all experience by some factor (possibly depending on difficulty level).  The DoomRL experience : level curve is a bit weird, but it seems exponential-ish, so this would probably reduce character level by a roughly the same amount at each point in the game.  This seems like a big change, though, so I didn't push it in for this release.


--- Quote from: VANDAM on May 10, 2012, 22:43 ---Invisible monsters should be visible under track map/int2 effect, while they are invisible you must have an opportunity to kill them, but, as far as i can remember, they are invincible while invisible.

--- End quote ---

The invincible while invisible aspect is something I've grown to like.  (It's also hard or difficult for a module to implement proper invisibility that works any other way.)  I think spectres would be pointless if they could be killed by wildly spewing shotgun blasts before they even got close.

shark20061:
The DoomRL XP/Level Curves

The second image excludes the last 6 levels.

XP on Y-Axis, Level on X-Axis

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