DRL > Requests For Features

Cornershooting, sound and radarshooting

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Infinitum:
1) Not really crazy about cornershooting the way it is either. I'm currently trying to move on to UV and cornershooting with knockback being the only viable early game tactic gets old quickly. This is especially since the game actively punishes the player for exploring non-cleared areas and generally moving around in combat. Radarshooting isn't as bad in comparison since it allows the player some mobility when leaving that precious cover, albeit being able to shoot farther than your sight range is still unintuitive from a gameplay/design standpoint.

2) I like the way ambient sound plays an active role in gameplay, however as other have noted being able to track enemies only on the x-axle is.. weird. To me it'd be perfect if players could only tell how close a mob was by listening without giving clues as to directions - we wouldn't want to spoil those brownnote moments when you realize that Baron is right beside you now would we?

So what would I like to see if I could redesign gameplay from the ground up? WYSIWYG. Functionally infinite sightrange along with a strictly symmetrical formula for determining LOS past corners. Standing beside a corner would still give the player some amount of protection from ballistic weaponry. In order to encourage the player to move tactically in combat, I would also go with non-ballistic projectiles being rendered on the screen and moving at their target at set speeds, exactly the way charging lost souls currently functions. The net result would (hopefully) be that the DoomGuy would be forced into a gamestyle more akin to the original game, constantly weaving in between fireball barrages whilst simultaneously trying to put walls between himself and opposing Zombies/Archviles.

Granted, that would also require getting rid of current core gameplay features, redoing the level generator from the ground up to prevent every single level from degenerating into an arena free for all as well as the complete rebalancing of everything but the spritesheet. Also, the end product would probably play closer to a puzzle game than a contemporary roguelike. Then again, being able to run circles around 20+ imps and their mother again? Without going from 100 to 0 in less time that it took to type that? Hell yeah.

Sambojin:
Corner shooting? Nope, don't have any idea about how to fix that. It's a core part of the game these days, and even if it's a bit slow, it works. Maybe let people do a Shift+numberpad direction move, giving a half sight range "peek" at what's there? How to implement it, I'm not sure. A 0.1 second move with half sight range, 0.1 second move back? Or even 2x0.25x"movement speed" moves? They could still shoot you if they were lucky, but you'd still have the normal dodge chance, and at least the game would flash the monster onto the screen (as well as barrels/items/corridor layout). I don't know if it'd work, but it might. You'd have to take into account what would happen if they did shoot you during/after the first half of the peek-look, but you'd just cancel the move back to the original position if "anything" happened damage-wise during the peek-move. At least it wouldn't be a freebie.

For sounds, I sort of agree. Sound is a big part in DoomRL, it's what sets it apart from other roguelikes, but a deaf-mode could be done. How many different roar noises/hurt noises are there? About 8 of each (including boss sounds)? You could set it to deaf-mode and just have an indicator flash up that's fairly transparent on the left or right side of the screen, a different one for each roar/hurt type, scaled for closeness (say 3 different sizes?) or coloured for closeness. Exactly the same information that the sound system is meant to convey, but done graphically. In text-mode you could just have a different character for each roar/hurt type flash three times on the left or right side (at the dungeon wall, east/west), with it being a green/yellow/red for far/medium/close for each sound event generated. Maybe just flash it for a set cycle, even if it lasts longer than that action, with 8 (or however many sound types there are) using up a different east/west wall tile, with a different ascii for each. You could set colour or flash cycle for closeness if you wanted.

Give an option so you could have normal/deaf-mode/both turned on and you'd have the best of all worlds. I actually have just a sub-woofer plugged into my PC for sound a lot of the time, so while I get the sound, all left/right stereo information is lost. DoomRL is a lot easier to play with head-phones on, but it shouldn't be. Plus, some people may wish to while away their lunch-break at work without disturbing their work colleagues (you don't need hearing problems to want a silent game).
 

lmaoboat:
DoomRL is somewhat unique among RLs in how much is left to skill instead of dicerolls, I'd rather not see cornershooting changed into a percent chance to be hit.

Klear:

--- Quote from: Sambojin on May 03, 2013, 19:53 ---DoomRL is a lot easier to play with head-phones on, but it shouldn't be.
--- End quote ---

Why shouldn't it? Most games are easier with headphones, and it's not like it's that much of a different.

I support the deaf mode though. We do have blind mode, so it makes sense.

Evilpotatoe:

--- Quote ---Why shouldn't it? Most games are easier with headphones
--- End quote ---
Many games are, but many aren't.

While I like doomRL sounds, I agree that it's really sad that we need them to play.
Most of the games I play are not much different with or without sounds (puyo puyo, puzzle / racing / flash games...) DotA and Quake3 seem to be my 2 only exceptions, and I really prefer it this way.

I agree that a game like doomRL should be playable (with full features) without sound. It would be way more convinient.

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