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16
Releases / Re: MOCKRL: CYBERMDEON MADDNES!1!!!11
« on: August 23, 2014, 19:22 »
u brought a tear 2 my aye u 2. i no i hav 2 fix da bugs, and i still lik DOOMMRL but id ont pl it muhc thes daze. i didnt test da end cuz i culdnt beet teh level myslef. i will fox da bugs 1 day, rest asurrde
17
Requests For Features / Re: Gameplay and Background Ideas
« on: August 06, 2014, 21:48 »
I like the lighting system better than the sanity system, FWIW.
18
General Discussion / Re: Design Rant : Inventory
« on: August 06, 2014, 21:39 »
I'm liking these ideas. I do agree there should be pouches, webbing and weapons separate from a backpack slot. I also like the idea of large ammo packs the player can wear on their back for certain weapons, but this would interfere with a backpack. The player could use a utility belt/webbing/fanny pack looted from the civilian dorms with, say, an energy backpack, but with less carrying capacity.
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.
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.
19
Requests For Features / Re: Gameplay and Background Ideas
« on: April 01, 2014, 03:20 »
I support the inclusion of rifles. Can't have a game like this without some sort of Alien-esque Pulse Rifle. The DOOM 3 Plasma Rifle was also really cool; I think that could serve as at least an aesthetic inspiration.
A sanity system sounds good, but given that Kornel wanted the game to have a fast pace, it might get in the way of that. I think I'd support a streamlined version, though.
A sanity system sounds good, but given that Kornel wanted the game to have a fast pace, it might get in the way of that. I think I'd support a streamlined version, though.
20
General Discussion / Re: Design Rant : Inventory
« on: January 27, 2014, 23:58 »
That's what I'm thinking. I'd be fine with DOOM-esque limited ammo counters if it meant a more streamlined game. 'Course, I'd be fine with traditional ammo-in-inventory too even if it's mostly in ammo boxes, but that's probably not gonna happen.
21
General Discussion / Re: Design Rant : Inventory
« on: January 27, 2014, 09:25 »
I'd be fine with autosort so long as it's a togglable optional feature.
Is this game going to be on Steam Greenlight? I would absolutely LOVE that.
Is this game going to be on Steam Greenlight? I would absolutely LOVE that.
22
General Discussion / Re: Design Rant : Inventory
« on: January 26, 2014, 20:58 »
You think we could get combat webbing in this game in any shape or form? Either as the initial ammo containers or a bonus item that lets you reload faster?
Automatic inventory sorting could be an optional feature.
I'm fine with ammo boxes, so long as we can find ammo that's not in boxes we can put in the boxes.
I'd be fine with items being destroyed after a certain amount of time they've been out of the player's sight (or not on the game screen). Given that players will have the ability to backtrack and possibly explore the Jovian moon base(s) in a non-linear fashion (I may be wrong on the last part) a part of me still wants to be able to make little stashes of my own. Maybe we can put items in containers? This might solve the problem of opening a container or looting a corpse before the player is fully capable of processing and sorting the items, because the player could just leave them there until they need them.
I can get if Kornel wants to make the game 'feel' a certain way, but players will probably backtrack for items on killed enemies/in containers anyway, especially if we can put items in containers.
Oh, yes - can we get an ETA on the Kickstarter at all?
Automatic inventory sorting could be an optional feature.
I'm fine with ammo boxes, so long as we can find ammo that's not in boxes we can put in the boxes.
I'd be fine with items being destroyed after a certain amount of time they've been out of the player's sight (or not on the game screen). Given that players will have the ability to backtrack and possibly explore the Jovian moon base(s) in a non-linear fashion (I may be wrong on the last part) a part of me still wants to be able to make little stashes of my own. Maybe we can put items in containers? This might solve the problem of opening a container or looting a corpse before the player is fully capable of processing and sorting the items, because the player could just leave them there until they need them.
I can get if Kornel wants to make the game 'feel' a certain way, but players will probably backtrack for items on killed enemies/in containers anyway, especially if we can put items in containers.
Oh, yes - can we get an ETA on the Kickstarter at all?
23
Requests For Features / Re: Gameplay and Background Ideas
« on: January 26, 2014, 20:28 »
I second the inclusion of Hitler and Stalin in DOOMRL.
24
Requests For Features / Re: Gameplay and Background Ideas
« on: December 22, 2013, 16:29 »
^ That idea sounds good.
I'd also like to see some form of maintenance/ventilation system we can try and scurry around in. Keyword being 'try'.
I'd also like to see some form of maintenance/ventilation system we can try and scurry around in. Keyword being 'try'.
25
Requests For Features / Re: Gameplay and Background Ideas
« on: December 10, 2013, 20:28 »
http://deadendsolutions.wordpress.com/doom-fiction/
Excellent fan-fiction novellas. I am posting them here because I feel they could act as sources of inspiration, with some of the stuff in them...that, and they're great reads.
Excellent fan-fiction novellas. I am posting them here because I feel they could act as sources of inspiration, with some of the stuff in them...that, and they're great reads.
26
General Discussion / Re: Teaser: Remember Doll #2 (and more!)
« on: December 10, 2013, 19:41 »Looking good
27
General Discussion / Re: Jupiter Hell: What Happens When Two Games Love Each Other Very Much
« on: November 13, 2013, 12:19 »
I agree with Salivanth. The amount of tactical variation and depth, not to mention the gentle-but-large learning curve, is one of DoomRL's strongest assets given how uniquely the game does it, and I'd ask you guys to design Jupiter Hell around these aspects if I weren't already sure you were. Which I am. I'm also reasonably sure you guys are going to include a nice, varied amount of level varieties, weapons, monsters and items to round this concept out. I'd love to see custom soundtrack support as well, not to mention mod support!
I also think the varied difficulty levels from DoomRL are important in that they provide a variety of challenge levels, which is something JH would do well to mirror. Going from ITYTD to N! is what I'm talking about here.
I'm...not sure about the prospect of adding drugs. All I can really say about this is that they should be optional.
I also have something to say about the length of the game. If you're going to try and make it 'short but sweet', I think DoomRL's game length is an appropriate target for comparison. I'd be fine with it being a bit shorter than DoomRL, since I know the lost length will be made up for with rich gameplay.
No matter what, though, I'm confident this is going to be one Hell of a game. I'll probably even contribute to the Kickstarter, that's how much faith I have.
I also think the varied difficulty levels from DoomRL are important in that they provide a variety of challenge levels, which is something JH would do well to mirror. Going from ITYTD to N! is what I'm talking about here.
I'm...not sure about the prospect of adding drugs. All I can really say about this is that they should be optional.
I also have something to say about the length of the game. If you're going to try and make it 'short but sweet', I think DoomRL's game length is an appropriate target for comparison. I'd be fine with it being a bit shorter than DoomRL, since I know the lost length will be made up for with rich gameplay.
No matter what, though, I'm confident this is going to be one Hell of a game. I'll probably even contribute to the Kickstarter, that's how much faith I have.
28
Post Mortem / Re: [M|96%|15|YASD] BARRELS
« on: June 21, 2013, 07:32 »
I was planning on using my shotguns, and possibly my rockets. :p
29
Post Mortem / [M|96%|15|YASD] BARRELS
« on: June 21, 2013, 06:25 »--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Doge Rok, level 7 Cacodemon Sergeant Major Scout,
was burned by an imp on level 7 of the Deimos base.
He survived 79842 turns and scored 35508 points.
He played for 1 hour, 5 minutes and 13 seconds.
He didn't like it too rough.
He killed 288 out of 299 hellspawn. (96%)
He held his right to remain violent.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 2
Levels completed : 2
-- Awards ----------------------------------------------------
Hell Champion Medal
-- Graveyard -------------------------------------------------
######################=====################################
..0...................=====.....................#..=....#.#
............0........=====#.....................#..===../.#
....................====="#...|.................#.=.===.#.#
########+######/###+=====##0..........X.........#..=====#.#
....................=====.#............\...==.../==.==..#.#
###############/###=====###....%..........=====.#.....=.#.#
../...............=====...#.............\.=====.#...h=..i.#
..#...............=====...#..........===..=====.#.......#.#
..#...............=====...#......%..=="....===..#...i...#.#
..#..0...........=====....#...........=.........#.......#.#
..#.....}.......=====.....#.....................#..h....#.#
################=====######.....................#.......#.#
/..........>.....=====....#..}..................#..^...i#.#
#.0..............=====....#.....................#^...h../.#
#................=====....#..............i......#......i#.#
#.................=====...#....................B#.......#.#
#.................=====.../..........0..........#...^^..#.#
#.................=====...#.......0.............#.......#.#
##################=====####################################
-- Statistics ------------------------------------------------
Health 0/50 Experience 18650/7
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Scout
Finesse (Level 1)
Hellrunner (Level 1)
Reloader (Level 2)
Juggler (Level 1)
Shottyman (Level 1)
Shottyhead (Level 1)
Fin->Jug->HR->Rel->Rel->SM->MSh->
-- Equipment -------------------------------------------------
[a] [ Armor ] onyx armor [2] (A)
[b] [ Weapon ] tactical shotgun (8d3) [5/5]
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] double shotgun (9d3)x2 [2/2]
-- Inventory -------------------------------------------------
[a] micro launcher (5d5) [1/1]
[b] blue armor [2/2] (156%) (B)
[c] red armor [4/4] (200%) (B)
[d] shotgun shell (x50)
[e] shotgun shell (x50)
[f] shotgun shell (x50)
[g] shotgun shell (x8)
[h] rocket (x10)
[i] small med-pack
[j] small med-pack
[k] small med-pack
[l] small med-pack
[m] small med-pack
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] homing phase device
[r] thermonuclear bomb
[s] Arena Master's Staff
[t] acid-proof boots [0/0] (88%) (A)
[u] shell box (x100)
[v] shell box (x100)
-- Resistances -----------------------------------------------
None
-- Kills -----------------------------------------------------
68 former humans
24 former sergeants
9 former captains
74 imps
33 demons
49 lost souls
14 cacodemons
9 hell knights
2 barons of hell
1 arachnotron
2 former commandos
2 bruiser brothers
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
On level 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 8 he encountered the Phobos Anomaly.
On level 10 he assembled a micro launcher!
On level 13 he assembled a tactical boots!
On level 15 he assembled a tactical shotgun!
On level 15 he finally was burned by an imp.
-- Messages --------------------------------------------------
You see : an imp (heavily wounded) | floor | [ m ]ore
You hear the scream of a freed soul!
There is a rocket launcher (6d6) [1/1] lying here.
You fully unload the rocket launcher. There is a rocket launcher (6d6) [0/1]
lying here.
You dropped a shell box (x100). There is a shell box (x100) lying here.
There is an agility mod pack lying here.
You picked up an agility mod pack.
Modify w eapon, a rmor or b oots? (Escape to cancel) [abw] You use an agility
mod pack.
There is a shell box (x100) lying here.
You picked up a shell box (x100).
Fire -- Choose target...
You see : an imp (unhurt) | floor | [ m ]ore
The imp dies. The imp dies.
The barrel explodes! You die!... Press <Enter>...
-- General ---------------------------------------------------
46 brave souls have ventured into Phobos:
41 of those were killed.
1 didn't read the thermonuclear bomb manual.
And 1 couldn't handle the stress and committed a stupid suicide.
3 souls destroyed the Mastermind...
2 killed the bitch and survived.
1 showed that it can outsmart Hell itself.
--------------------------------------------------------------
My first game that isn't a Marine or Survivalist that goes well, and I get too close to a barrel. Seriously screw barrels.
30
Post Mortem / Re: [E|100%|YAFW] My first full victory
« on: June 19, 2013, 14:34 »
The Spear was the only one I was having trouble with. Thanks for the info though, I'll definitely try that in future. I could use a good laugh in my DOOMRL every now and then.