DRL > Requests For Features

Cornershooting, sound and radarshooting

<< < (4/6) > >>

skarczew:

--- Quote from: Evilpotatoe on May 04, 2013, 04:26 ---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.

--- End quote ---
I kinda agree with that, as it happens that I do not own headphones at one point or another, and i cannot use speakers, so ...

Support my old suggestions ("Deaf Mode" especially): :D
http://forum.chaosforge.org/index.php/topic,5572.msg46701.html#msg46701

Spread the word, annoy devs, and keep your fingers crossed for it (hopes got high chances of success, as the next release was said to be bugfix one)!

Nick:
Kinda mix: add more "you hear" messages and use the frame. Frame can be shown in the text mode: tiles where the sound source CAN be = inside the frame. Tiles where the sound source can NOT be = outside the frame.
Like this.

And I like sounds as they are now. Additions to the system? Yes. Replacement? No.

AcidLead:

--- Quote from: Infinitum on May 02, 2013, 10:22 ---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.

--- End quote ---
It's good to know I'm not the only person who's noticed that all the shooting of this game is instant-hit, destroying that "speed of Doomguy" effect where you're faster than everything the actually resilient monsters throw at you

Of course I can't actually beat this game barring one freak win on a previous version, so what the hell do I know about how this game is supposed to work. I just like playing DOOM, roguelikes, or both at the same time in this particular circumstance.

ParaSait:
That'd make all these non-ballistic projectiles way UP.

Infinitum:
Only if you straight up implemented them without designing around that fact. Sure, dodging a single Imp indefinetly would be trivial (as it should be imo), but a mob of them? Whilst simultaneously finding the time to off former humans and demons charging at you? There's still challenge to be had in that (albeit not anything much like what the game throws atm, but I'd consider it an improvement).

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version