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Messages - Mader Levap

Pages: [1]
1
Announcements / Re: Announcing: Jupiter Hell!
« on: October 13, 2013, 10:53 »
So... how does one walk on a gas giant? o.O
(Add: well unless it takes place at the core)
I would expect that action takes place on various moons around Jupiter.

2
Announcements / Re: Announcing: Jupiter Hell!
« on: October 13, 2013, 05:58 »
Yes, we need more details about this game. Trailer does not tell anything at all. Let me guess one-lined descritpion.

Rogue-like SF-themed original IP (but using good old "fight with hordes of enemies literally from Hell" scenario that we all know and love) with 3D graphics and fast-paced mostly ranged combat rarely encountered in Roguelikes?

I especially wonder about enemies. While it is understandable some generic mooks (and related tropes, like Mook Maker) will always be needed, I sincerely hope it will be more interesting than "imp in different color and without spikes".

3
Bug Reports / Re: Enemies don't respawn if killed on edge of map
« on: October 11, 2013, 14:02 »
Seriously, Who starts counting at ZERO anyway??
Programmers. And it makes actually sense in this contex.

4
Bug Reports / Re: Armorer Platinum overconfidence exploit
« on: September 17, 2013, 15:43 »
I vote for "starting equipment should be counted as already picked up".

5
Spoiler: Mortem (click to show/hide)

And I just got Sharpshooter for first time. Knocking back enemies half the time I shoot... that was fun while it lasted. :( Death was both stupid and sudden. Today lesson: do not shoot at anything when fully healthy mancubi is in your sight and you are standing next to barrel. Back down!
At least I fulfilled one of req for Mancubus rank... (kill 5 mancubi with a pistol) Now to meele still 3 of them... eugh.

6
Bug Reports / Re: Pushing barrels paints a floor
« on: September 05, 2013, 03:25 »
Fixed text per your suggestions, as it was unintentionally distracting.

We like bug reports, we like suggestions, but we dislike getting told implicitly that we're dumb and can't even think of the "obvious" solution.
It was not my intention implying anyone is "dumb". Sorry if I gave that impression.

7
Bug Reports / Re: Pushing barrels paints a floor
« on: September 04, 2013, 14:47 »
OK, and how many times are you going to go for YAAM on a level filled with napalm barrels?
I directly mentioned that barrels will not be counted for kills.
will not count in kills
I have impression you just read big yellow text and nothing more.

Since you expressed doubts about it, lets talk about needed changes in relation to regular monster...
  • Cannot move or notice player. In fact, it would be perfect monster for "sessile AI". Moders could have other uses of such AI, I imagine.
  • No sounds (except barrel explosion).
  • Does not contribute to kill count.
  • Does not give exp.
  • When dies, explode.
  • When dies, spawn nothing/acid/lava.
  • Pushable.
Additionally, three kinds of "barrel monster" exists - normal, acid and lava barrels.
Other interactions to consider:
  • Of course, spawning of barrels on map would have to be redone.
  • Can we allow spawning barrel on item? What about pushing barrel on item with or without moving them? I personally do not see any problems with it. Imagine RAEG of player that see barrel in map corner standing on invul sphere. :3
  • Interaction with harmless terrain: water, doors. Note this can make game a little easier, as you now can in most case move barrels around entire level - you can push them through door or river.
  • Interaction with other terrain: acid, lava.
I am certain there are more interactions that need to be addressed, but I do not think it is anything particularly hard to implement.

8
Bug Reports / Re: Pushing barrels paints a floor
« on: September 04, 2013, 07:40 »
Maybe we all are coming to it from wrong direction?

My proposition: do away completely with barrels as special floor tile. Implement them as "Monsters" with very specific AI and attributes.

This AI and attributes will ensure they will not move, will not count in kills, are pushable, explode when die, etc etc - and hopefully not everything in same attribute isBarrel or something equally shoddy. I would want to allow, for example, exploding monsters on kill.

It would allow for:
- Elimination of most often reported bug in history of DoomRL. Sorry, this cannot be left as is.
- Having many various background tiles (currently default + bridge, water/acid/lava tiles are special case) in future versions of DoomRL. Without this fix, it will get only worse in future.
- Allows pushing barrels over water, flooding level with water does not leave islands with barrels on them, allowing barrels to survive a while on acid (push run away, watch monsters go boom) etc.
- Easy "exploding monsters" for modders.

Surely it is less work than some unneeded level layer just for barrels?

9
Bug Reports / Re: Pushing barrels paints a floor
« on: September 03, 2013, 15:18 »
...and now that bad game design decision (barrels-as-floor-tiles) will haunt game forever. :(

10
Off Topic / Re: The NEW Horrible Ideas Thread
« on: August 11, 2013, 09:53 »
I hereby propose new badge.

Omnicidal Pacifism Slate Badge: Requires Angel of Pacifism and 100% kill to get.

11
In the Trait Screen, Master Traits already do have color-coding for blocked traits.
By color-coding I mean colors for text on list of traits at left. Currently only two colors are used for all things - red and gray (not counting yellow selection color). With different colors, you could see at glance what you have already selected, already blocked, not eligible or not yet enabled.
Example colors:
  • Selected: yellow (like previously)
  • Enabled: can select, 0 rank) - red (like previously)
  • Enabled: at least one rank already taken - green (like in right description screen for master traits)
  • Not yet enabled: cannot select yet, but not blocked by other trait - white
  • Blocked forever: by other trait - gray (like previously)
Big help for new players and less brainpower used up for old players. While we are at it, It would be nice to mark basic, advanced and master traits somehow on this screen.

Example screen from game:

Of course, if Reloader or Army of the Dead is not yet taken, it would have different color (depending on metioned above rules).

No it wouldn't;
Indeed it is not "cluttered" (no more than advanced and master traits already are in any case), and Bloax's idea about moving them to bottom is even better.

12
Hi, I noticed this game some time ago and liked it very much! I am just after first win on Medium. 20 deaths until then, including "oh god entire level is lava'ed *sizzles after 2 steps* YASD". Well, it is roguelike, no fairness there. :)

I feel there are some things that require only few minutes of coding, but would make life for new players much easier.
  • On title bar of game window would be nice to add game version, like this "Doom, the Roguelike (0.9.9.7)".
  • On Traits screen for basic and advanced traits something like "Enables on level x:" is needed. For example, for marine when Son of a bitch is selected it would be like this: Enables on level 2: Triggerhappy
  • Similarly, something like "Disables:" is needed. For previous example it would be like this: Disables: Vampyre, Survivalist
  • Different colors for disabled traits (due to blocking), traits not yet eligible and traits maxed out (for current state of character).
This would help new players with planning their builds.

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