DRL > Requests For Features
Polished product
emulord:
Heres the thing, I play console mode and do the "small" download because I have a better experience that way.
The graphics are great, but you can only see a fraction of the map. Why not have the whole level map be visible? It'd be way better for finding the exit when the level's cleared, long term planning of powerup pickups, Computer map visibility, etc.
The "high quality" music loops badly and has way less mojo than the midi versions. Midi still fits with 90s style graphics, so its totally fine.
thelaptop:
I think there's a small translucent map on the lower right corner for the graphics version. It might not be that obvious, so consider turning up the contrast/brightness of your screen. I'm not sure if power-ups appear in that HUD map -- I don't play the graphics version at all.
emulord:
It doesnt tell you all the information, and the overlay of a minimap ontop of the overhead view is disconcerting. Plus the 1 pixel per tile is pretty awful in the translucent minimap.
Yeah, you dont play graphics version. My point exactly.
Game Hunter:
--- Quote from: emulord on July 31, 2012, 19:15 ---Why not have the whole level map be visible?
--- End quote ---
It's plenty visible...if you have the screen resolution to handle it. The tiles themselves are 32x32, so on an 80x25 map you'll need a monitor with a 2560 pixel width. On my 1920x1200 monitor it's not bad at all: the game only has to scroll left and right, so I'm not missing much at a given point in time.
Trying to create 16x16 or 24x24 tilesets would be a lot of extra work, and I really doubt the current tileset is very shrinkable (that is, maintain high quality after compression). This may be worth looking into, though: I do agree that the graphical version has an odd disconnect with the console one when it comes to currently-available information. The GUI for the graphical version is getting a pretty significant facelift next version, so we'll try to see to it that the minimap is appropriately improved.
--- Quote from: emulord on July 31, 2012, 19:15 ---and has way less mojo
--- End quote ---
You're going to have to explain this part. The "bad looping" I can understand, and it's potentially something we can fix with some editing, but if you just don't like the music then you should probably go with something else. (IIRC, the MIDIs suffer the same looping problem, albeit more subtly.) Generally speaking, Kornel's trying to move away from the ID property stuff as much as possible, which means using sound and music that are under free-use licenses. The players, however, are free to modify their own sounds and music in whatever way they desire, so this is only an issue insomuch that the package released with the game may not have what you want.
emulord:
Ah I didn't realize about needing crazy screen resolution. Id rather have smaller+uglier sprites and be able to see everything. Maybe have a option for graphic type, or maybe autodetect resolution and use the best available?
If you can't do that, at least being able to scroll the map with looking would be acceptable.
Heres why the music has less mojo. The midis are in a sense flawless. They convey the appropriate feeling and play it mechanically and exactly. The tones are mathematically generated. All this adds to the evil atmosphere.
Also since this is a roguelike, a tactical, precise, evil atmosphere is the goal. You can play DoomFPS sloppily, but DoomRL requires you to be more of a evil machine than the demons.
The versions with real instruments in comparison sound like a garage band trying to play metallica songs. I honestly believe midi or similar is the best artistic choice for the game's mood. Fixing any midi looping issues is probably a great idea because it would remove the only tiny source of imperfection in the midi soundtrack.
Wait, wasn't Doom 1 released as open source semi-recently? Including data files and music?
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