Other Roguelikes > AliensRL

AliensRL 7DRL PLUS released!

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BDR:
I'm not Kornel, but I'll respond anyway. :P

2. I disagree that the status window eats too much space, especially since there are a few towers where you really can't see much anyway and the blueprints don't add much outside possibly bearings (the green dots are a really nice touch).  However, I do agree that there could be less empty space in the status window.. an indication of when it'd be possible to upgrade skills (as XP gain seems largely based on turn count) would be really swell, as well as perhaps an indication of the threat level besides simply running into enemies.

4. No, I doubt that grenade damage still being displayed is intended.

5. I'd say #, only darker, would do nicely for this (it could be set at plain red for when it's being personally viewed rather than marked).

6. Press Space, then make a move towards the door.  Clunky, but it works.

Another request: I am *sorely* missing a map function.  We have the blueprints of the building, obviously, so why can't we read them all at once?  Or at least make it so that the building starts out non-mapped, and to have some terminals with the full map of the area scattered around for consistency....

torch:
Are there any plans for a motion tracker of sorts? 

My initial design would be a turn on or off flag, double the move cost (character is looking at display as well as moving).  Sees through walls based on character's technical and / or perception skills. 

Then you could have the peep peep noise each time you take a step forward. 

On a different note, could the lifts be a bit lighter in colour please. 

Everything else is great fun.  I look forward to new releases! 

DaEezT:

--- Quote from: torch on March 21, 2007, 07:26 ---Are there any plans for a motion tracker of sorts? 

--- End quote ---
The motion tracker has been discussed during the planning stage but wasn't implemented yet.

Balancing it is where it gets tricky. Since AliensRL is turn based it would quickly turn into a huge advantage for the player. You could just let it pulse once and memorize the location of enemies.

TFoN:
Here's a cut-out from the crash screen:

--- Code: ---EDivByZero : Division by zero
  $00410CA5  TLEVEL__TICK,  line 112 of ablevel.pas
  $0042DE36  TAREA__TICK,  line 84 of abarea.pass: 10
  $00401DC1  TWORLD__TICK,  line 105 of abworld.pas
  $00401649  TGAME__RUN,  line 47 of abmain.pasks!
  $00401067  main,  line 8 of abrl.pas

--- End code ---
The rest's the last frame from the game. I still have it if it's of any use.


Everybody should note there are only about 16 possible colours.

Regarding motion trackers-
I don't think it should double move cost. If it's one like in AVP, it doesn't seem to be hand-held, and attention is given to it for split seconds at a time, based on the audio ping. That said, I think it'd be a good idea to have three modes, on the lines of ignore/off, listen and study - ignore/off means the char isn't paying attention to the tracker, "listen" will pose only a small burden but will only give a very general warning (at most a general direction), and "study", which will only apply to appropriately designed trackers, will allow the char to carefully examine the tracker's output, noticing also vaguer signals. Perception will improve player reaction to the tracker, reducing penalties ("listen" should cost nothing at basic perception or so, IMO). Technical skill can enhance a tracker's capabilities through tinkering (or repair an otherwise useless one), but shouldn't give bonuses to on-the-run use (unless simple hardware malfunctions, like insufficient battery contact, are implemented, which could be nice :) ).
EDIT: as I was writing this, DaEezT's post came in, with a serious balance issue. So, how about this: directions only, using a system like one of the more elaborate ones discussed on the "hearing aid" thread for DoomRL? Signal types are based on size crossed with current speed/action type (workers are supposedly doing something when they're standing around).

And one last thing for the moment - could primary weapons be displayed as a '\' instead of as a '/'? I haven't seen a heavy weapon yet, but assuming they're also a '/', could that be changed, too? Maybe a 'X'?

Kornel Kisielewicz:
Okay, I fixed the bug, but don't know when to post the fix :>

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