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Author Topic: Caged demons  (Read 9082 times)

Creepy

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Re: Caged demons
« Reply #15 on: April 27, 2012, 08:29 »

An animated tile probably depends on if the screen flips while waiting for input, from what little I know about such things
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Re: Caged demons
« Reply #16 on: April 27, 2012, 08:55 »

-1

Too easy to designate a hauler to drag a caged Baron to a magma river for dumping.
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57E

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Re: Caged demons
« Reply #17 on: April 27, 2012, 08:55 »

Final try:

Restrict the possiblity of caged monster types.
Logical excuse would be that things like Cyber demon, Mancubus and Revenant would break the cage easily anyway.

(I have no idea what characters would be fitting or are avaible so they are just for example)

=  Empty cage OR caged Spectre
_  Broken OR open cage
i   Item in closed cage
1  Caged Imp OR caged player
2  Caged Demon
3  Caged Cacodemon

And perhaps few other monsters as well, but not the entire enemy list.
« Last Edit: April 27, 2012, 12:20 by 57E »
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skarczew

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Re: Caged demons
« Reply #18 on: April 28, 2012, 16:05 »

1. Keep everything as it is now, but use different background (color) for cages. For example, B in a cage should have white, gray (or other background).
 Empty cages (or with invisible monsters - spectres?) could be represented as an empty tile with changed background color. Damaged cages could change into some other ASCII ( '_', '=', ' ' ), or change the color (if cage alone is white, then damaged one could be grayish, etc).

2. Filled cages would get the color of an enemy / item (background will change), while the content itself will default to black. In other words: O in a cage would be black 'O' on a red background.

3. Redefine chars / ship DoomRL with its own font :P .

4. I was thinking about blinking, but I am not sure if it works in Win console. And it looks just bad.
« Last Edit: April 28, 2012, 16:06 by skarczew »
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tehtmi

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Re: Caged demons
« Reply #19 on: April 28, 2012, 16:17 »

This would require more space, but having a "cage" wall type that stops movement but not attacks would be a simpler solution. So if you want a caged Caco spewing lightning everywhere, you have this:
===
=C=
===


And in order to stop this from preventing melee attacks, the cages could be damaged by melee attacks. A guy with a chainsaw could go through it if he had a hard-on for killing anyone using cages as a nest.

But I think I remember hearing something about walls prohibiting movement but not FOV or projectiles being some kind of problem in this version, so maybe not.

I think something like this could lend itself to the most interesting level designs, and seems to match what we commonly see in the classic Doom episodes... windows or walls that we can shoot through but not move through.  (The wouldn't necessarily have to go all the way around. Walls could block one side, or multiple "cages" could be connected.)

The only change that would be needed in the engine is separating line-of-fire from whether a cell blocks movement.  I'm pretty sure the AI would handle all this just fine.
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57E

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Re: Caged demons
« Reply #20 on: April 29, 2012, 06:51 »

Did these as spriting practise:

Mockup

Tileset

Sprites are free to use, edit or ignore. No credits rerquired.

(The green pilar things were originaly supposed to be lamp-posts but I messed them up. Then they were supposed to be some sort of gate for the fence, but that didn't look right so now they are just waste of space.)
« Last Edit: April 29, 2012, 07:03 by 57E »
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Zecks

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Re: Caged demons
« Reply #21 on: April 29, 2012, 09:28 »

yes good
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eharper256

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Re: Caged demons
« Reply #22 on: April 29, 2012, 14:17 »

Mmhmm, I think this would be a very nice feature now there's some cool tiles. Good work 57E.
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57E

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Re: Caged demons
« Reply #23 on: April 30, 2012, 02:45 »

I have been thinking that that, unlike the cage idea I originaly posted about, these fences shoud be just as hard to break as the normal walls.

As in if you realy need to get trough you would need BIG enough guns to tear the fence down. Or hope that nobody would come to bother you while move those explosive barrels from previous room to fence and shoot them to blow it up.

There should be some sort change depending on the shooter's accuracy that missile aimed at target behind a fence would hit the fence instead. And to shoot the fence on purpose you could just move the aiming reticle over that piece of fence and the hit/miss rate would be calculated like you were trying shoot a monster with dodge rate zero.


Also I fixed few bits to the fence tileset and added the monitor(s). See my previous post.


I originaly made the monitor sprites for shortcut icons. Don't know what you realy could use them for, but they were all over the place in Doom.
Perhaps have them display randomly choosen map data like:
- Amount of items on the level
- "[enemy count -former humans ] unauthorised personel on level [levelname]"
- Close and lock all doors on the level for random(10) turns.
- Show the stairs location.
- Explode on your face.
- Summon monsters?  D3 RoE's Bruisers http://doom.wikia.com/wiki/Bruiser were supposed to be disquised as interactive computer screens early on the development.
« Last Edit: April 30, 2012, 02:49 by 57E »
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