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1
General Discussion / Re: Any Update on the Inner Circle?
« on: August 14, 2017, 09:15 »
Nothing specific to update right now, but do keep an eye on Kornel's Twitter posts and Twitch streams.
2
General Discussion / Re: Any Update on the Inner Circle?
« on: April 12, 2017, 13:51 »
Welcome, 'Kow - good to see you here :)
3
Requests For Features / Re: Controller Support?
« on: December 20, 2016, 04:18 »
Shiren the Wanderer managed to do controller support in a console roguelike very well. I'm very confident we can find a system that works.
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General Discussion / Re: Congratulations!
« on: December 17, 2016, 16:59 »
Thanks everyone! Much sleep is being caught up on ;)
The special backer forums haven't been set up yet, but that's being worked on.
The special backer forums haven't been set up yet, but that's being worked on.
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Announcements / Re: Jupiter Hell Kickstarter is LIVE!
« on: December 13, 2016, 16:50 »
Woohoo! We're funded!
If anyone missed the Kickstarter, or couldn't physically pay through it, we're accepting further funds through our web-site: https://jupiterhell.com/page/preorder Includes more payment options like Paypal and Bitcoin!
If anyone missed the Kickstarter, or couldn't physically pay through it, we're accepting further funds through our web-site: https://jupiterhell.com/page/preorder Includes more payment options like Paypal and Bitcoin!
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Announcements / Re: Jupiter Hell Kickstarter is LIVE!
« on: November 19, 2016, 16:07 »
We've just posted our 2nd campaign update, with a big bunch of information about both game design and the story:
https://www.kickstarter.com/projects/2020043306/jupiter-hell-a-modern-turn-based-sci-fi-roguelike/posts/1739816
If there are other things you want to hear about just say!
https://www.kickstarter.com/projects/2020043306/jupiter-hell-a-modern-turn-based-sci-fi-roguelike/posts/1739816
If there are other things you want to hear about just say!
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Announcements / Re: Jupiter Hell Kickstarter is LIVE!
« on: November 19, 2016, 08:25 »
Sidekick now predicting 18% chance of success, which to be frank is just silly! In Kickstarter terms we've had a great start. We need to do more work to get the message spread (and we need everyone's help posting to Facebook and the like too) but we're quietly confident this will be a success.
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Discussion / Re: Kornel interviewed on Roguelike Radio
« on: December 22, 2015, 09:19 »
Listening requires less effort than reading! And no, no transcript, and a transcript misses out on the joyful tones of Kornel's voice.
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Discussion / Kornel interviewed on Roguelike Radio
« on: December 21, 2015, 19:40 »
Roguelike Radio has just published a new interview with Kornel Kisielewicz:
http://www.roguelikeradio.com/2015/12/episode-112-interview-with-kornel.html
1 hr 37 mins on DoomRL, AliensRL, DiabloRL, Berserk! and Jupiter Hell, along with lots of general design discussion. Enjoy!
http://www.roguelikeradio.com/2015/12/episode-112-interview-with-kornel.html
1 hr 37 mins on DoomRL, AliensRL, DiabloRL, Berserk! and Jupiter Hell, along with lots of general design discussion. Enjoy!
10
General Discussion / Re: Design Rant : Inventory
« on: August 07, 2014, 10:02 »On an unrelated note, has anyone thought about whether there will be food in this game? Ration packs and so forth? Space marines gotta eat too.
I think that is one of many bodily functions that will *not* be simulated in the game.
11
Discussion / DoomRL Oculus Rift conversion
« on: March 31, 2014, 19:16 »
Hey everyone, been working on this in the background for a little while and I'm looking for some playtesters and feedback. We're arranging for DoomRL to be an officially sponsored title for Oculus Rift:
As you can imagine Carmack is well in on this, and the potential for new cashflow is immense.
I'd like to get some testers set up. However due to recent developments we can only accept people who have Facebook accounts. Please go "Like" the ChaosForge Facebook page if you're interested in taking part in the next era of gaming:
https://www.facebook.com/ChaosForge?ref=jh
You must also set your privacy settings to low and sign an NDA which confers all rights to your soul to Kornel.
As you can imagine Carmack is well in on this, and the potential for new cashflow is immense.
I'd like to get some testers set up. However due to recent developments we can only accept people who have Facebook accounts. Please go "Like" the ChaosForge Facebook page if you're interested in taking part in the next era of gaming:
https://www.facebook.com/ChaosForge?ref=jh
You must also set your privacy settings to low and sign an NDA which confers all rights to your soul to Kornel.
12
General Discussion / Re: Design Rant : Inventory
« on: January 28, 2014, 18:37 »
I disliked the "tetris inventory" in Diablo myself, but I've seen it done better in other games (in particular in Sir, You Are Being Hunted). Key thing is to not have too many odd shapes and have the area to fill reasonably square. One problem I see in the mockup is you have 3x3 and 8x2 items in there, both sizes that don't fit well together. And the overall space is 7x8, which is bad for loads of items. Ideally it should be 8x8 and the only sizes are 1x1, 1x2, 2x1, 2x2, 2x4, 4x2 and 4x4. This makes them easy for players to juggle around.
I like Aerton's idea of having the model of the dude and the item pane, with equipped items given a yellow border/glow/whatever, Resident Evil style. It's intuitive and looks nice. Cutting out the slots overlaying the character model means you can admire your badass char more properly as you change equipment around, and would make everything look cleaner.
I also think inventory slots should be kept to a minimum, as it just leads to junk items. Weapon, weapon mod, armour, armour mod would do the trick. It keeps the item design focused on interesting content. Maybe later on in the game there could be additional mod slots added.
The ammo situation I think will need playtesting and tweaking to get right. It'll be a core part of the game, so something to fiddle with and get right early.
Love the NIN ammo :)
I like Aerton's idea of having the model of the dude and the item pane, with equipped items given a yellow border/glow/whatever, Resident Evil style. It's intuitive and looks nice. Cutting out the slots overlaying the character model means you can admire your badass char more properly as you change equipment around, and would make everything look cleaner.
I also think inventory slots should be kept to a minimum, as it just leads to junk items. Weapon, weapon mod, armour, armour mod would do the trick. It keeps the item design focused on interesting content. Maybe later on in the game there could be additional mod slots added.
The ammo situation I think will need playtesting and tweaking to get right. It'll be a core part of the game, so something to fiddle with and get right early.
Love the NIN ammo :)
13
Announcements / Re: DoomRL featured on Roguelike Radio!
« on: September 28, 2011, 09:45 »("But who are you to tell me I won't find it fun?" you may ask. In my vast experience I can tell you that, on a per-game basis, every single challenge mode is harder than the standard game. This means if you can't beat the standard game, you aren't going to have much luck with the others. Maybe Pacifism or Haste only take about half as long to do time-wise, but unless you're already quite good at the game, it will take far longer to accomplish these things. It's the same reason the harder difficulties are locked, although I don't see anyone complaining particularly about those.)
No one complains about the harder difficulties being unlocked because they don't offer a distinctly different play experience - just the normal game but harder. The challenge modes do offer a shift in gameplay style, or some specific focus, and can be a nice distraction from the regular game. However I'd also say I don't see why the harder modes should be locked either, it just doesn't annoy me as much.
Personally I love challenge games in roguelikes, and DoomRL's are pretty famous in the genre, so I was very disappointed to see I couldn't leap into them straight away. I don't see why the game should hold back content from new players - let everyone decide for themselves what they want to play.
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Announcements / Re: DoomRL featured on Roguelike Radio!
« on: September 22, 2011, 07:45 »
Uh, but surely you have to be spoiled to even know that? Y'know I wouldn't mind if the assemblies were randomised each game and there were more ways to find combos (as well as trial and error of course). But I'm guessing that as is *every* player consults the wiki for assemblies, apart from the few they know off by heart due to experience. It's a bit like if Nethack's potions had the same unided description every game.
15
Announcements / Re: DoomRL featured on Roguelike Radio!
« on: September 22, 2011, 03:38 »
Unlocks: I think a couple of hours to get numerous unlocks is too much, and having to fiddle with files to keep your unlocks is a fair bit of hassle.
Regarding getting assembly mechanics from the wiki, I think this is pretty bad game design myself. You shouldn't have to spoil yourself to get access to such content. Especially in such a relatively light game which is otherwise very transparent in its mechanics. In general the modding system is pretty opaque for new players and could do with a bit better in-game explanation.
Mouse movement I can understand not being perfect - in general keyboard is faster and more accurate. However it does help new players adjust in. I mostly suggest mouse support for aiming though, as I think it can be preferable in many circumstances. Having both movement and targeting (with movement done well - it can be done well) also has the advantage of being able to play one-handed, enjoying a lovely cup of tea in the other hand as you slaughter your way through the depths of hell.
Inventory size limit is part of the tactics, but amount of ammo doesn't seem to be (at least in the current version). Lessen ammo space and lessen inventory size wouldn't change the game much from its current balance. Though I defer to more experienced players' opinions on this matter!
I mentioned on the podcast that I was surprised to see little emphasis on UI and polish in the Requests subforum. Perhaps this is something for the community in general to consider when playing. I think that maximising the number of people that can enjoy the game is important, and core to that is making it easy to get into.
Regarding getting assembly mechanics from the wiki, I think this is pretty bad game design myself. You shouldn't have to spoil yourself to get access to such content. Especially in such a relatively light game which is otherwise very transparent in its mechanics. In general the modding system is pretty opaque for new players and could do with a bit better in-game explanation.
Mouse movement I can understand not being perfect - in general keyboard is faster and more accurate. However it does help new players adjust in. I mostly suggest mouse support for aiming though, as I think it can be preferable in many circumstances. Having both movement and targeting (with movement done well - it can be done well) also has the advantage of being able to play one-handed, enjoying a lovely cup of tea in the other hand as you slaughter your way through the depths of hell.
Inventory size limit is part of the tactics, but amount of ammo doesn't seem to be (at least in the current version). Lessen ammo space and lessen inventory size wouldn't change the game much from its current balance. Though I defer to more experienced players' opinions on this matter!
I mentioned on the podcast that I was surprised to see little emphasis on UI and polish in the Requests subforum. Perhaps this is something for the community in general to consider when playing. I think that maximising the number of people that can enjoy the game is important, and core to that is making it easy to get into.
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