- December 13, 2024, 05:05
- Welcome, Guest
Show Posts
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages: [1]
1
Berserk! / Re: New Berserk Anime Confirmed
« on: January 06, 2012, 11:33 »
Dang, the way he knocks that guy offa that sword...
CGI isn't that great though in places.
Still, I'll be watching it.
CGI isn't that great though in places.
Still, I'll be watching it.
2
AliensRL / Re: How to make AliensRL fun
« on: January 06, 2012, 11:19 »
Wait wait
I got it
roller skates.
I got it
roller skates.
3
Requests For Features / Re: Unnecessary Enemy Creation Station
« on: November 06, 2011, 14:14 »
Nice ideas Sambojin!
I agree with you on formers, even if they appeared sparingly (on the understanding that the more badass the marine, the deeper he'd make it) they could add a much needed level of variety to the game. I'm not sure about the randomised health though, I think knowing what it takes to kill an enemy is part of DoomRL's tactical nature.
Rather than random health, I wonder if a particular kind of mini-boss could have a random "element", say a choice of acid, fire, lava, ice, plasma, poisonous smog or sticky slug breath? This could be done with any enemy really, but it might seem a little Diablo if we end up with ice imps and acidic shadow hell knights. :D
As for team based stuff, I wouldn't mind the formers being considered lesser by higher demons, meaning if they accidentally fire upon them, they'll just eat 'em. Some other demons might have rivalries, but I think most of the demons should avoid hitting each other, or else many players will resort to tricking demons into killing each other.
Right, I figure I'll have a look around the forum then make up some more ghoulies.
I agree with you on formers, even if they appeared sparingly (on the understanding that the more badass the marine, the deeper he'd make it) they could add a much needed level of variety to the game. I'm not sure about the randomised health though, I think knowing what it takes to kill an enemy is part of DoomRL's tactical nature.
Rather than random health, I wonder if a particular kind of mini-boss could have a random "element", say a choice of acid, fire, lava, ice, plasma, poisonous smog or sticky slug breath? This could be done with any enemy really, but it might seem a little Diablo if we end up with ice imps and acidic shadow hell knights. :D
As for team based stuff, I wouldn't mind the formers being considered lesser by higher demons, meaning if they accidentally fire upon them, they'll just eat 'em. Some other demons might have rivalries, but I think most of the demons should avoid hitting each other, or else many players will resort to tricking demons into killing each other.
Right, I figure I'll have a look around the forum then make up some more ghoulies.
4
AliensRL / Re: How to make AliensRL fun
« on: November 06, 2011, 03:49 »
For classes I was just thinking for ease of adding it to the game really, and it is a game, which is why I went for archetypes rather than race and background variants. An android may be able to do anything a person can, but as an archetype they're durable, intelligent and sneaky. A prisoner can range from conman to tax avoider, but we picture them as bald, muscular guys, with serious anger management issues. Get it?
Oh and the workers would be "ice road truckers" or "black lunged miners" rather than having anything to do with being technical. They'd be kitted out with industrial drills and chainsaws and cut through doors rather than hacking into their system.
I realise gravity is created by the planet, but since I'm not sure what sort of planet the towers are on, it could easily have low or even high gravity.
As for oxygen, maybe the aliens can survive without it, nothing like a bleak ending to go with the bad ones!
Oh and the workers would be "ice road truckers" or "black lunged miners" rather than having anything to do with being technical. They'd be kitted out with industrial drills and chainsaws and cut through doors rather than hacking into their system.
I realise gravity is created by the planet, but since I'm not sure what sort of planet the towers are on, it could easily have low or even high gravity.
As for oxygen, maybe the aliens can survive without it, nothing like a bleak ending to go with the bad ones!
5
AliensRL / Re: How to make AliensRL fun
« on: November 05, 2011, 11:04 »BTW, in case anyone wonders, work on the next version is seriously underway, so this topic is quite hot for me!
Great! Hope it's going well for ya Kornel.
I was just thinking about allies, and while proper A.I may be difficult, if there was a series of "mindsets", that each one could possibly have, it might give the illusion of personalities, for instance:
Joe - Wanders around waiting to get snatched. Returns to the main group regularly.
Scavenger - Picks up random items, not including, or less likely, ammunition and med kits. If items can be taken from them, picking up ammo could actually be useful. Travels some distance from the player, often the first to die, as greedy people die first in horror.
Coward - Struggles to move from safe areas, then rushes to the side of the player after a time. Runs from aliens. Will become disloyal when presented with a more powerful group, such as marines or corporative officials.
Innocent - Travels near the player when possible. Hides during combat, but will attack if the player is taking excessive damage.
Butch - Travel ahead of the player, in a supposed leadership. Relatively brave, maybe to the point of getting killed because he thinks he can stand still and shoot the aliens down with a pistol.
Veteran - Travels fairly near, at the right, left or behind the player. Takes pot shots at the aliens whilst moving backwards or to the side. Occasionally wanders off to pick up ammo.
Backstabber - Disloyal from the start, will leave the player of his own accord or join another group when possible.
Psychopath - May act as a veteran for a time, but there is always a chance he could flip and try to kill the player and his allies. He might have a tick of standing behind the player more often before he goes crazy.
6
Requests For Features / Unnecessary Enemy Creation Station
« on: November 05, 2011, 10:30 »
Just a thread for your vague ideas regarding the legions of Hell. Now really, DoomRL has just about every enemy in the Doom series, baring what? Spider Mastermind? Doom 3's Zombie Security? It might ruin the game if things outside of Doom were added...
But it's fun, so let's have at it!
Crazy
A human enemy one stage before becoming a former human, they'd behave erratically and have the ability to talk, though they'd only babel and tell you they're sorry for firing on you. They may randomly fire on the demon scum or even themselves. They rise as former humans shortly after death if they're intact.
Incubator
Appears as a former human, but releases an imp or two upon death.
Former Dog
Quicker than other formers, with the ability to latch onto the player, which slows them down. Very, very weak, the poor mutt's body just can't handle demonic possession.
Barghest
The fabled black dog of England, that brings deep fog with it and has a red gaze that brings death. Basically, the creature causes a fog of war effect wherever it goes, and fires some kind of weak death ray at the player. I can imagine people wildly firing into the fog without any knowledge of where it is. It wouldn't be too tough, but coupled with more powerful enemies it could cause serious problems.
Hell Hound
Massive fire spitting dogs that can howl, alerting every enemy to the player's presence. Where they die would become a temporary lava tile.
Hell Mount
Equally massive horse or perhaps camel-like beasts, they would be fast and capable of trampling over the player. Rather than straight up charging, they'd use hit and run tactics. In an ideal world Hell Knights would be able to ride these babies around and players could attempt to ride them, but they would only get so far before they bucked them off. Ah, maybe they're more like bulls?
Hell's Ivy
Some kind of growing enemy, which would begin one tile, or letter, wide, then proceed to slowly grow outwards, the "growths" can be destroyed easily, but to kill it you have to cut it back to the original tile then blast it away. It would be poisonous to the player, but if consumed by a demon, it replenishes their health.
Psychopomp
A guide to the damned. They hunt for lost souls, which they transform into pain elements (or something new) upon contact. They themselves would be spirits than can travel through walls.
Charon
An avatar of Death, he would be creepily neutral to the player unless fired upon, just hovering away from them in the distance, as if drawing them further into Hell. Once attacked he'd be the master of movement, speedy with the ability to teleport and pass through walls.
Vagarite
A scary bitch on par with a hell knight. She'd be all about patience, lying stealthily in wait rather than hunting the player. If they do get close she'll spray webbing at them and drag them back into her lair!
Vagary
The mother of all that creeps and crawls. A demon based on the boss of the same name in Doom 3. Much more active than her cousins, she'd also have a telepathic ability to throw junk at the player.
Antediluvian
The tainted souls of those killed during the mythical deluge, they'd be intelligent item user that work in packs. I'm not thinking advanced A.I, but maybe they could attempt to surround you and use corners for cover. They might even talk, and mostly just mock your efforts to survive the forces of Hell.
Shadow
I was thinking of a "bot" that copies your movements to a point and carries a similar batch of equipment, nothing more fun that fragging someone using the same weapons as you. Something about travelling to the depths of Hell screams "battle against your own dark side".
Martian Automation
An ancient robot once used by the Martians to fend off the legions of Hell, it continues it's efforts even if those it's defending are dead. It would just be a fun encounter to see it exchanging fire with some demon. Unfortunately it aims for the player too, since they're an invading alien as far as it cares.
Monolith
Tall black statues that have the ability to move, though very slowly indeed. They would be extremely tough and for all purposes considered a wall. Several in one place could act like living mazes, confusing the player and causes them to change the route they were about to take.
But it's fun, so let's have at it!
Crazy
A human enemy one stage before becoming a former human, they'd behave erratically and have the ability to talk, though they'd only babel and tell you they're sorry for firing on you. They may randomly fire on the demon scum or even themselves. They rise as former humans shortly after death if they're intact.
Incubator
Appears as a former human, but releases an imp or two upon death.
Former Dog
Quicker than other formers, with the ability to latch onto the player, which slows them down. Very, very weak, the poor mutt's body just can't handle demonic possession.
Barghest
The fabled black dog of England, that brings deep fog with it and has a red gaze that brings death. Basically, the creature causes a fog of war effect wherever it goes, and fires some kind of weak death ray at the player. I can imagine people wildly firing into the fog without any knowledge of where it is. It wouldn't be too tough, but coupled with more powerful enemies it could cause serious problems.
Hell Hound
Massive fire spitting dogs that can howl, alerting every enemy to the player's presence. Where they die would become a temporary lava tile.
Hell Mount
Equally massive horse or perhaps camel-like beasts, they would be fast and capable of trampling over the player. Rather than straight up charging, they'd use hit and run tactics. In an ideal world Hell Knights would be able to ride these babies around and players could attempt to ride them, but they would only get so far before they bucked them off. Ah, maybe they're more like bulls?
Hell's Ivy
Some kind of growing enemy, which would begin one tile, or letter, wide, then proceed to slowly grow outwards, the "growths" can be destroyed easily, but to kill it you have to cut it back to the original tile then blast it away. It would be poisonous to the player, but if consumed by a demon, it replenishes their health.
Psychopomp
A guide to the damned. They hunt for lost souls, which they transform into pain elements (or something new) upon contact. They themselves would be spirits than can travel through walls.
Charon
An avatar of Death, he would be creepily neutral to the player unless fired upon, just hovering away from them in the distance, as if drawing them further into Hell. Once attacked he'd be the master of movement, speedy with the ability to teleport and pass through walls.
Vagarite
A scary bitch on par with a hell knight. She'd be all about patience, lying stealthily in wait rather than hunting the player. If they do get close she'll spray webbing at them and drag them back into her lair!
Vagary
The mother of all that creeps and crawls. A demon based on the boss of the same name in Doom 3. Much more active than her cousins, she'd also have a telepathic ability to throw junk at the player.
Antediluvian
The tainted souls of those killed during the mythical deluge, they'd be intelligent item user that work in packs. I'm not thinking advanced A.I, but maybe they could attempt to surround you and use corners for cover. They might even talk, and mostly just mock your efforts to survive the forces of Hell.
Shadow
I was thinking of a "bot" that copies your movements to a point and carries a similar batch of equipment, nothing more fun that fragging someone using the same weapons as you. Something about travelling to the depths of Hell screams "battle against your own dark side".
Martian Automation
An ancient robot once used by the Martians to fend off the legions of Hell, it continues it's efforts even if those it's defending are dead. It would just be a fun encounter to see it exchanging fire with some demon. Unfortunately it aims for the player too, since they're an invading alien as far as it cares.
Monolith
Tall black statues that have the ability to move, though very slowly indeed. They would be extremely tough and for all purposes considered a wall. Several in one place could act like living mazes, confusing the player and causes them to change the route they were about to take.
7
Requests For Features / Re: The Horrible Ideas Thread
« on: November 04, 2011, 11:14 »"beat this" as in "attempt to suggest something more horrible"? :P
Breast implants.
What do I win?
8
Requests For Features / Re: New unique items
« on: November 04, 2011, 10:50 »
I'm not up on the statistics of the weaponry, so I'll just post some cool (or "cool") sounding stuff.
Cain's Club
The very weapon used in the first murder.
"Let's go out to the field..."
Good Samaritan
Based on the massive revolver of Hellboy, it would be some kind of sawn-off shotgun-revolver hybrid. As far as cross-overs go at least it fits in with the scenery!
"With this in your right hand, you'll bring doom!" - Hang on, are these all first person? Ha ha.
Shit-Kicking Boots
Steel toe-capped boots. Adds a knock-back attack of kicking to your repertoire of death.
"Comfy!"
Helm of Hades
Allows invisibility at some balanced level, say perfect invisibility while standing still, seventy five percent change of being seen while moving, fifty percent chance of being seen whilst attacking.
"How sophisticated do you have to be to make such a classy, invisible, helmet?"
Matter Cannon
Shove whatever crap you find into it, fire extra heavy cannon balls. Simple.
"Take matters into your own hands!"
Martian Sidewinder
An ancient rifle that fires plasma slugs that bounces off walls.
"Martians musta been interesting guys."
Martian Eradicator
An ancient plasma chaingun that fires through walls, causing radiation poisoning in yourself and foes alike.
"I bet this thing came with a suit...or an exoskeleton."
Martian Talon
An ancient trident which can, but doesn't have to be, powered by plasma to increase it's power.
"Martians, fighting old school before we had schools."
Martian Clicker
The BFG 9000 of the long dead Martians, it would target an enemy with a rocket, but the rocket only explodes when detonated by the player.
"It is harrowing to think that two separate sapient species can be joined in a love of explosive violence."
Oh and to continue adding with beastie:
Quad Shotgun
"Sometimes a man can't wait for a power-up."
Cain's Club
The very weapon used in the first murder.
"Let's go out to the field..."
Good Samaritan
Based on the massive revolver of Hellboy, it would be some kind of sawn-off shotgun-revolver hybrid. As far as cross-overs go at least it fits in with the scenery!
"With this in your right hand, you'll bring doom!" - Hang on, are these all first person? Ha ha.
Shit-Kicking Boots
Steel toe-capped boots. Adds a knock-back attack of kicking to your repertoire of death.
"Comfy!"
Helm of Hades
Allows invisibility at some balanced level, say perfect invisibility while standing still, seventy five percent change of being seen while moving, fifty percent chance of being seen whilst attacking.
"How sophisticated do you have to be to make such a classy, invisible, helmet?"
Matter Cannon
Shove whatever crap you find into it, fire extra heavy cannon balls. Simple.
"Take matters into your own hands!"
Martian Sidewinder
An ancient rifle that fires plasma slugs that bounces off walls.
"Martians musta been interesting guys."
Martian Eradicator
An ancient plasma chaingun that fires through walls, causing radiation poisoning in yourself and foes alike.
"I bet this thing came with a suit...or an exoskeleton."
Martian Talon
An ancient trident which can, but doesn't have to be, powered by plasma to increase it's power.
"Martians, fighting old school before we had schools."
Martian Clicker
The BFG 9000 of the long dead Martians, it would target an enemy with a rocket, but the rocket only explodes when detonated by the player.
"It is harrowing to think that two separate sapient species can be joined in a love of explosive violence."
Oh and to continue adding with beastie:
Quad Shotgun
"Sometimes a man can't wait for a power-up."
9
AliensRL / Re: How to make AliensRL fun
« on: November 04, 2011, 09:10 »
Howdy, I've just joined and thought I'd add some ideas:
1. Randomise the layout of the towers. I think this would be fairly easy to implement. Just imagine, with this you could play through a game with a more civilian bent (two civilian towers, some kind of recreation tower), a mining colony (massive central storage tower, mining equipment) or a research station (overall scientific theme).
2. The inclusion of "fresh meat", weak, frankly dim allies which you'd begin the game with; their sole purpose is to get snatched in order to buy you time during the beginning phase.
3. Expanded classes, which aren't designed to be balanced, there would be achievements just for completing the game as each class since each one would be a mode unto itself.
I'm thinking:
Marine
Heavy Weapons Specialist
Scout
Medic
Technician
-
Android = A synthetic robot that looks exactly like a human. Since their creation is, I imagine, expensive as Hell, it makes sense they'd be owned by a big corporation, making each one designed for their most obvious use, special operations and recon. They would be much more durable than a human, with a stealthy skill set, but wouldn't be over the top in power.
Worker = An all rounder, begins with some handy tool and decent body armour, all skill costs are average. Since they are native to the tower, they would likely have more fresh meat with them than the other classes, further, they might even be competent to a point.
Prisoner = Begins with very little, but is an uncompromising badass that levels quicker than the other classes. Any fresh meat hanging around the Prisoner would be disloyal, if not outright violent. Choosing this class would obviously generate a prison area of which to escape from.
Scientist = The living opposite of the Worker, they would be able to "research" the aliens in order to better combat them as well as having a "high clearance rating" which allows them to enter sealed areas and get free stuff from wall vendors. They might also be able to convince people to work for them, running on the movie trope that people listen to scientists.
4. Alternate Goals:
1. Kill the Queen.
2. Escape in a ship. Requires others to help man it, a weak victory. May involve a time limit or combat against marines defending it as the place is on lock-down.
3. Rig up a communications station and contact some government body that will send marines to save you...or nuke you from orbit. Bad ending.
4. Escape the towers. Travel beyond the tower in an astronaut suit in a buggy. A fade to black style ending, alluding that this is just a prolonged suicide. Plus it might mean you've let the aliens out into the wilder reaches of the planet.
5. Destroy whatever makes the oxygen (and possibly gravity?) of the towers, killing everything. Another bad ending.
I think, while not exactly missions, would add a lot to the game.
Thats my lot for now, cheers!
1. Randomise the layout of the towers. I think this would be fairly easy to implement. Just imagine, with this you could play through a game with a more civilian bent (two civilian towers, some kind of recreation tower), a mining colony (massive central storage tower, mining equipment) or a research station (overall scientific theme).
2. The inclusion of "fresh meat", weak, frankly dim allies which you'd begin the game with; their sole purpose is to get snatched in order to buy you time during the beginning phase.
3. Expanded classes, which aren't designed to be balanced, there would be achievements just for completing the game as each class since each one would be a mode unto itself.
I'm thinking:
Marine
Heavy Weapons Specialist
Scout
Medic
Technician
-
Android = A synthetic robot that looks exactly like a human. Since their creation is, I imagine, expensive as Hell, it makes sense they'd be owned by a big corporation, making each one designed for their most obvious use, special operations and recon. They would be much more durable than a human, with a stealthy skill set, but wouldn't be over the top in power.
Worker = An all rounder, begins with some handy tool and decent body armour, all skill costs are average. Since they are native to the tower, they would likely have more fresh meat with them than the other classes, further, they might even be competent to a point.
Prisoner = Begins with very little, but is an uncompromising badass that levels quicker than the other classes. Any fresh meat hanging around the Prisoner would be disloyal, if not outright violent. Choosing this class would obviously generate a prison area of which to escape from.
Scientist = The living opposite of the Worker, they would be able to "research" the aliens in order to better combat them as well as having a "high clearance rating" which allows them to enter sealed areas and get free stuff from wall vendors. They might also be able to convince people to work for them, running on the movie trope that people listen to scientists.
4. Alternate Goals:
1. Kill the Queen.
2. Escape in a ship. Requires others to help man it, a weak victory. May involve a time limit or combat against marines defending it as the place is on lock-down.
3. Rig up a communications station and contact some government body that will send marines to save you...or nuke you from orbit. Bad ending.
4. Escape the towers. Travel beyond the tower in an astronaut suit in a buggy. A fade to black style ending, alluding that this is just a prolonged suicide. Plus it might mean you've let the aliens out into the wilder reaches of the planet.
5. Destroy whatever makes the oxygen (and possibly gravity?) of the towers, killing everything. Another bad ending.
I think, while not exactly missions, would add a lot to the game.
Thats my lot for now, cheers!
Pages: [1]