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1
Discussion / Accuraccy is for wimps and little girls!
« on: January 14, 2008, 13:30 »BB Screenshot created.
There is a weapon accuracy mod lying here.
##############################################################################
# ......0..........................=======.==...#
# ...................................===#====...#
#} ##################+#.. .............0....................#....=#|...#
# # 0 #.. .........######..................#.....#....#
# # #.########.....%..+... #.[}...............#.....#....#
# + # 0 #.#.........%.....#..> #|%................#.....#....#
# 0 # & #.#.................####||................#####/#....#
# #0 #.#.................%.%\[}...........................#
# ####################.#.................}}}}[..}/.........############...#
# } ..........@.......#.................|||.....#.........# .........#...#
# ........["........###/##............##|}....#####.....#^........./...#
# ###############........................#........0.......############...#
# # #.##=####................#.................0.......|.....#
# # & #.#.===.#...............##.######....##+############....;#
# # #.#.===.=.=................#....#....# #.....#
# ####+## ## ###.+..=.===.................#....#....# #.....#
# ..######===................#/####....###############.....#
# ... ..................................................#
##############################################################################
DaEezT Armor : blue armor [2/2] (88%)
Health: 175% Exp: 7/44% Weapon: advanced rocket launcher (6d8) [1/1] (D2R1)
cautious Phobos Base Lev15
Accuracy mods are the pinkishness from beyond!
ph33r the fluff!
2
Requests For Features / Level up without trait
« on: January 05, 2008, 12:59 »
This is probably not really interesting for most people but I noticed that you have to pick a trait when you level up. But what about hardcore bad asses like me who want to beat DoomRL without the use of all those wussie traits? :D
Just add a dummy trait to the bottom of the list that does nothing and has no limit. Not sure about a name though.
Just add a dummy trait to the bottom of the list that does nothing and has no limit. Not sure about a name though.
3
Requests For Features / Achievements
« on: January 05, 2008, 10:16 »
We had a thread a while back about additional player stats and some generic entry is in the new bugtracker. Since those changes aren't implemented yet (would probably brake the player.dat) and the unique item listing would also brake the player.dat I thought I might as well come up with another player.dat breaking idea :D
Achievements
The Orange Box, xBox Live! , CoD4, BF2, etc all have them, so let's add DoomRL as well ;)
I actually have/had two ideas for this.
The simpler one would be to add another page to the player stats that has certain special achievements. They might be interesting/challenging/funny/whatever. e.g. An achievement that requires you to win AoMr without firing a range weapon or win a specific challenge on a specific difficulty. Another one might be awarded to those who plant a nuke with only 9 turns left on their inv. globe :D They aren't required for unlocking anything in the game and only serve as an incentive for players.
But after thinking about it for a while I realized that we already have such achievements as part of the rank requirements, like "Kill 40 cacodemons in melee" or "Kill 50 mancubi with a pistol". Why not make all those special requirements into achievements that are tracked and displayed separately and then make those achievements part of the requirements?
For example: Let's say you make a achievement called "Mancubus Hunter" that has three levels: basic, veteran and expert. Basic requires 100 Mancubus kills, veteran requires 200 kills and 10 mellee kills, expert requires 200 kills and 50 pistol kills. The Mancubus XP Rank would then list something like "Expert Mancubus Hunter" as requirement.
In addition to remaking all those special requirements into achievements you can also add new achievements which do what I said in my first idea. Not all achievements would/should be required to unlock something. Some should be extreme and only serve as a incentive to experienced players. I'm thinking mostly along the lines of the TF2/BF2/CoD4 achievements as a inspiration.
Am I making sense here or did I lose you already?
Achievements
The Orange Box, xBox Live! , CoD4, BF2, etc all have them, so let's add DoomRL as well ;)
I actually have/had two ideas for this.
The simpler one would be to add another page to the player stats that has certain special achievements. They might be interesting/challenging/funny/whatever. e.g. An achievement that requires you to win AoMr without firing a range weapon or win a specific challenge on a specific difficulty. Another one might be awarded to those who plant a nuke with only 9 turns left on their inv. globe :D They aren't required for unlocking anything in the game and only serve as an incentive for players.
But after thinking about it for a while I realized that we already have such achievements as part of the rank requirements, like "Kill 40 cacodemons in melee" or "Kill 50 mancubi with a pistol". Why not make all those special requirements into achievements that are tracked and displayed separately and then make those achievements part of the requirements?
For example: Let's say you make a achievement called "Mancubus Hunter" that has three levels: basic, veteran and expert. Basic requires 100 Mancubus kills, veteran requires 200 kills and 10 mellee kills, expert requires 200 kills and 50 pistol kills. The Mancubus XP Rank would then list something like "Expert Mancubus Hunter" as requirement.
In addition to remaking all those special requirements into achievements you can also add new achievements which do what I said in my first idea. Not all achievements would/should be required to unlock something. Some should be extreme and only serve as a incentive to experienced players. I'm thinking mostly along the lines of the TF2/BF2/CoD4 achievements as a inspiration.
Am I making sense here or did I lose you already?
4
Requests For Features / Found uniques in player stats?
« on: January 04, 2008, 14:05 »
Would anyone besides me like to have a page added to the player stats that shows all the unique items you found so far? It should have a spot for each, so one can see how many there are and how many are left to see, and list the ones you already found by name.
Sorta like
Empty:
??? ??? ???
??? ??? ???
??? ??? ???
??? ??? ???
Found two:
??? ??? ???
Boomstick ??? ???
??? iPhone ???
??? ??? ???
Sorta like
Empty:
??? ??? ???
??? ??? ???
??? ??? ???
??? ??? ???
Found two:
??? ??? ???
Boomstick ??? ???
??? iPhone ???
??? ??? ???
5
Discussion / The End has come
« on: December 28, 2007, 09:18 »Quote
16:56 < CIA-3> ChaosForge: chaos-dev * r166 /DoomRL/src/ (dfbeing.pas dfdata.pas dfplayer.pas doomrl.lpi): Arch-vile raised monsters no longer give XP
I'll cry myself to sleep tonight.
That is all.
6
Discussion / I played on ITYTD
« on: December 23, 2007, 13:13 »
Yes, I did!
And since Glowie, tekknej and JeredCain already had their fun mocking me on IRC, I thought I'd share my embarrassment with the rest of the DoomRL playing population to make my disgrace complete.
And since Glowie, tekknej and JeredCain already had their fun mocking me on IRC, I thought I'd share my embarrassment with the rest of the DoomRL playing population to make my disgrace complete.
* DaEezT feels so dirty
8
Pre-0.9.9 / [M|94%|19] failed at Groovy
« on: October 03, 2007, 06:09 »--------------------------------------------------------------
DoomRL (v.0.9.8.7 BETA 2) roguelike post-mortem character dump
--------------------------------------------------------------
DaEezT, level 8 Human Soldier, killed by a arachnotron
on level 19 of the Phobos base.
He survived 84081 turns and scored 44385 points.
He didn't like it too rough.
He killed 276 out of 293 hellspawn. (94%)
He held his right to remain violent.
He stormed the Chained Court.
He found the Hell's Armory.
He faced The Wall.
And he cleared it completely!.
-- Graveyard -------------------------------------------------
###########################################################
##########=#####.......................=.===###############
#######.===#..........................=..=#=###############
########====..........#..................#...##############
#######.=====.#..............+...............####..########
###=###=#====....#............................##..#########
#===####=====........#..#.=#..................##.#.########
#====####====............=A..................####...#==####
#=====####=.=....A..#......=.....=...=......####.#..##==###
#===#=####=...............=.......=.......==....==#..====##
#====.....==.......#..AA....A...A..=."....==.....==#=.===##
#====.....=.=......=..........#.......\...====..====.===###
##==.=...##..===.#........................====...===#..#=##
##===....##.====#==##.................\>...===...==..#.####
#======.#..#==.====A+..A................=.==.==..===.######
#=#==#==..=========#.....^.A..........#=.==.===..===.######
#=====#=======.======....X.......}.....#.#.==.======#######
#=======#==.^...====....................^..=========#######
#=========#=|..====#...............#.#.#..==.======########
###########################################################
-- Statistics ------------------------------------------------
Health 0/70 Experience 22906/8
ToHit +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Ironman (Level 2)
Finesse (Level 1)
Tough as nails (Level 3)
Juggler (Level 1)
Badass (Level 1)
TaN->TaN->Iro->Fin->Jug->TaN->Iro->Bad->
-- Equipment -------------------------------------------------
[a] [ Armor ] nothing
[b] [ Weapon ] modified double shotgun (7d3)x3 [2/2] (D1)
[c] [ Boots ] plasteel boots [8/8] (95%)
[d] [ Prepared ] chainsaw (4d6)
-- Inventory -------------------------------------------------
[a] advanced rocket launcher (4d5) [1/1] (D1)
[b] 10mm ammo (x100)
[c] shotgun shell (x70)
[d] shotgun shell (x70)
[e] shotgun shell (x70)
[f] shotgun shell (x10)
[g] rocket (x14)
[h] rocket (x14)
[i] rocket (x14)
[j] rocket (x2)
[k] power cell (x70)
[l] power cell (x50)
-- Kills -----------------------------------------------------
53 former humans
26 former sergeants
15 former captains
19 imps
30 demons
26 lost souls
16 cacodemons
5 barons of hell
13 hell knights
9 arachnotrons
3 former commandos
6 pain elementals
1 arch-vile
4 mancubi
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 4 he stormed the Chained Court.
On level 8 he found Hell's Armory.
On level 10 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 19 he finally was killed by a arachnotron.
-- Messages --------------------------------------------------
the arachnotron. The missile hits the arachnotron. The missile hits
the arachnotron. You are hit! Boom! The arachnotron fires! The missile hits
the arachnotron. The missile hits the arachnotron. Boom! Boom! The
missile hits the arachnotron. The arachnotron is bleeding! The missile hits
the arachnotron. The arachnotron loses blood.
The arachnotron fires! Boom! Boom! Boom! Boom! Boom! Boom! The arachnotron
fires! You are hit! You are hit! You are hit! The missile hits the
arachnotron. The missile hits the arachnotron. The arachnotron fires! Boom!
Boom! Boom! Boom! Boom! You are hit! The arachnotron fires! Boom!
Boom! Boom! Boom! You are hit! Boom! The arachnotron loses blood. The
arachnotron fires! You are hit! You are hit! You are hit! The
arachnotron stops bleeding. There is a armour shard lying here.
There is a armour shard lying here.
The arachnotron fires! You are hit! You are hit! You are hit! You
die!...
-- General ---------------------------------------------------
He's the first brave soul to have ventured into Hell...
--------------------------------------------------------------
Well, since the new beta is out and quite a few of the more active people in the feature request forum don't have access (*evilaugh*) I figured I'd have to post my first game from last night, even though it's very embarrassing.
Lesson 1: Double Shotty + Chainsaw + Juggler = Groovy. But groovy ain't always enough for AVs, Ms and As.
Lesson 2: Only a Whizzkid should enter the armory (leaving behind all the mods ain't fun)
Lesson 3: I still hate arach caves :(
PS: First game since the last 0.9.8.5 beta \o/
9
Discussion / The Graveyard
« on: May 07, 2007, 11:00 »
This post is dedicated to all the veteran Doomguys, that have been sent into early retirement by 0.9.8.7.
For those who don't know what I'm talking about:
Scores between 0.9.8.5 and 0.9.8.7 aren't compatible, and while the player.dat is compatible at first, it seems it's corrupted/deleted once you advance in 0.9.8.7.
And with all the changes to gameplay and balance it wouldn't be right to have the old achievements mingle with the new ones.
So I decided to send my Doomguy into retirement myself, rather than having him disappear during my next rank up.
So here he is:
His tour of duty started in 0.9.8.5 and his last mission took him to 0.9.8.5-beta6.
May he live happily ever after _o/~
--------------------------- DOOMRL Player Info ------------------------------
Skill rank : Captain former human 3908
Experience rank : Cacodemon former sergeant 3274
Games won : 7 Partial wins : 0 former captain 1742
All kills : 17826 Standard wins : 6 imp 1930
Melee kills : 1843 Full wins : 1 demon 2400
lost soul 1842
To achieve Major rank: cacodemon 1091
-- win the game on at least Hurt Me Plenty baron of hell 309
-- complete the Angel of Marksmanship challenge Cyberdemon 7
-- complete the Angel of Purity challenge hell knight 572
arachnotron 234
To achieve Mancubus rank: former commando 182
-- kill a total 500 of mancubi Angel of Death 2
-- kill a total 50 of mancubi with pistol pain elemental 227
-- kill a total 10 of mancubi in melee arch-vile 102
mancubus 4
Difficulty level achievements Deaths Kills
I'm too young to die! : fully won (3 win total)13 2062
Hey, Not Too Rough : won (2 win total) 72 6433
Hurt Me Plenty : won (2 win total) 19 871
Ultra-Violence : reached level 25 75 4547
Nightmare! : reached level 16 28 3913
------------------------------------------------[ Space,Enter, Left/Right ]--
----------------------- DOOMRL Player Info (Kills) --------------------------
Monster name Melee Pistol Easy Medium Hard V.Hard N-mare TOTAL
former human 474 2203 373 1760 230 977 568 3908
former sergeant 798 1351 279 929 105 822 1139 3274
former captain 42 543 85 414 63 337 843 1742
imp 79 832 201 684 77 417 551 1930
demon 122 953 318 868 112 557 545 2400
lost soul 107 913 325 797 96 499 125 1842
cacodemon 92 458 162 484 71 326 48 1091
baron of hell 29 104 47 106 22 128 6 309
Cyberdemon 2 none 3 2 2 none none 7
hell knight 22 207 128 161 38 187 58 572
arachnotron 30 99 63 66 24 78 3 234
former commando 12 90 17 56 12 85 12 182
Angel of Death 2 none none 1 1 none none 2
pain elemental 18 127 25 75 7 105 15 227
arch-vile 14 27 32 30 11 29 none 102
mancubus none none 4 none none none none 4
------------------------------------------------[ Space,Enter, Left/Right ]--
--------------------- DOOMRL Player Info (Challenges) -----------------------
Challenge Medium Hard Very hard Nightmare
Angel of Berserk Pt0/St1 level 3 level 7 none
Angel of Marksmanship level 25 level 6 level 25 none
Angel of Darkness none Pt0/St1 none none
Angel of Impatience Pt0/St1 none level 13 none
Angel of Light Travel none Pt0/St1 none none
Angel of Haste none none none level 16
Angel of Purity none none none none
Angel of Masochism none none none none
------------------------------------------------[ Space,Enter, Left/Right ]--
For those who don't know what I'm talking about:
Scores between 0.9.8.5 and 0.9.8.7 aren't compatible, and while the player.dat is compatible at first, it seems it's corrupted/deleted once you advance in 0.9.8.7.
And with all the changes to gameplay and balance it wouldn't be right to have the old achievements mingle with the new ones.
So I decided to send my Doomguy into retirement myself, rather than having him disappear during my next rank up.
So here he is:
His tour of duty started in 0.9.8.5 and his last mission took him to 0.9.8.5-beta6.
May he live happily ever after _o/~
--------------------------- DOOMRL Player Info ------------------------------
Skill rank : Captain former human 3908
Experience rank : Cacodemon former sergeant 3274
Games won : 7 Partial wins : 0 former captain 1742
All kills : 17826 Standard wins : 6 imp 1930
Melee kills : 1843 Full wins : 1 demon 2400
lost soul 1842
To achieve Major rank: cacodemon 1091
-- win the game on at least Hurt Me Plenty baron of hell 309
-- complete the Angel of Marksmanship challenge Cyberdemon 7
-- complete the Angel of Purity challenge hell knight 572
arachnotron 234
To achieve Mancubus rank: former commando 182
-- kill a total 500 of mancubi Angel of Death 2
-- kill a total 50 of mancubi with pistol pain elemental 227
-- kill a total 10 of mancubi in melee arch-vile 102
mancubus 4
Difficulty level achievements Deaths Kills
I'm too young to die! : fully won (3 win total)13 2062
Hey, Not Too Rough : won (2 win total) 72 6433
Hurt Me Plenty : won (2 win total) 19 871
Ultra-Violence : reached level 25 75 4547
Nightmare! : reached level 16 28 3913
------------------------------------------------[ Space,Enter, Left/Right ]--
----------------------- DOOMRL Player Info (Kills) --------------------------
Monster name Melee Pistol Easy Medium Hard V.Hard N-mare TOTAL
former human 474 2203 373 1760 230 977 568 3908
former sergeant 798 1351 279 929 105 822 1139 3274
former captain 42 543 85 414 63 337 843 1742
imp 79 832 201 684 77 417 551 1930
demon 122 953 318 868 112 557 545 2400
lost soul 107 913 325 797 96 499 125 1842
cacodemon 92 458 162 484 71 326 48 1091
baron of hell 29 104 47 106 22 128 6 309
Cyberdemon 2 none 3 2 2 none none 7
hell knight 22 207 128 161 38 187 58 572
arachnotron 30 99 63 66 24 78 3 234
former commando 12 90 17 56 12 85 12 182
Angel of Death 2 none none 1 1 none none 2
pain elemental 18 127 25 75 7 105 15 227
arch-vile 14 27 32 30 11 29 none 102
mancubus none none 4 none none none none 4
------------------------------------------------[ Space,Enter, Left/Right ]--
--------------------- DOOMRL Player Info (Challenges) -----------------------
Challenge Medium Hard Very hard Nightmare
Angel of Berserk Pt0/St1 level 3 level 7 none
Angel of Marksmanship level 25 level 6 level 25 none
Angel of Darkness none Pt0/St1 none none
Angel of Impatience Pt0/St1 none level 13 none
Angel of Light Travel none Pt0/St1 none none
Angel of Haste none none none level 16
Angel of Purity none none none none
Angel of Masochism none none none none
------------------------------------------------[ Space,Enter, Left/Right ]--
10
Pre-0.9.9 / [E|97%] Full Win \o/ *SPOILER*
« on: April 08, 2007, 10:35 »--------------------------------------------------------------
DoomRL (v.0.9.8.5 Beta 5) roguelike post-mortem character dump
--------------------------------------------------------------
DaEezT, level 9 Cacodemon Captain, nuked the Cyberdemon.
on level 26 of the Phobos base.
He survived 158555 turns and scored 47133 points.
He was too young to die!
He killed 526 out of 544 hellspawn. (97%)
He held his right to remain violent.
He found the Phobos Arena.
He stormed the Chained Court.
He ventured into the Halls of Carnage.
He fought on Hell's Arena.
He witnessed the City of Skulls.
He faced The Wall.
And he cleared it completely!.
He was caught in the Mortuary!
And he managed to clear it!
He killed the Cyberdemon, just to find a greater evil...
He discovered true Hell!
He defeated the FINAL EVIL!
-- Graveyard -------------------------------------------------
###########################################################
#..........................................................
#.........................%..........%.....................
#......................%......%B...........................
#......................%%...%%...%....B....................
#.........................%.B%..%%%........................
#.........................%...%.%%B........................
#........................%.%B%..B..%....B..................
#......................B........%...%......................
#......................%%.%%X%.%%%%.BB...BB................
#...............................%%.B.......................
#.....................%..........%.........................
#..............................%.B.........................
#...........................%BB.%..........................
#.......................%..%...%%..........................
#.....................%........B.....B.....................
#.........................%..%%............................
#..........................................................
#..........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 72/80 Experience 34443/9
ToHit +3 ToDmg Ranged +1 ToDmg Melee +1
-- Traits ----------------------------------------------------
Ironman (Level 3)
Tough as nails (Level 3)
Son of a bitch (Level 1)
Eagle Eye (Level 1)
Badass (Level 1)
TaN->TaN->TaN->Iro->Iro->Iro->Bad->SoB->EE->
-- Equipment -------------------------------------------------
[a] [ Armor ] Angelic Armor [3/6] (35%)
[b] [ Weapon ] rapid plasma rifle (1d8)x8 [0/40]
[c] [ Boots ] plasteel boots [8/8] (100%)
[d] [ Prepared ] chaingun (1d6)x5 [13/50]
-- Inventory -------------------------------------------------
[a] red armor [4/4] (100%)
[b] red armor [4/4] (100%)
[c] red armor [4/4] (100%)
[d] red armor [4/4] (67%)
[e] advanced BFG 9000 (8d9) [0/169] (D1R1M2)
[f] rocket (x6)
[g] power cell (x12)
[h] small med-pack
[i] small med-pack
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] weapon magazine mod
[p] weapon magazine mod
-- Kills -----------------------------------------------------
52 former humans
45 former sergeants
16 former captains
28 imps
49 demons
70 lost souls
14 cacodemons
17 barons of hell
26 hell knights
10 arachnotrons
6 former commandos
6 pain elementals
7 arch-viles
4 mancubi
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He cowardly fled the Arena.
On level 5 he stormed the Chained Court.
On level 11 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 13 he ventured into the Halls of Carnage.
On level 15 he he found the City of Skulls.
He wiped out the City of Skulls.
On level 22 he was foolish enough to enter the Mortuary!
He managed to clear the Mortuary from evil!
Then at last he found Phobos Arena!
He nuked level 25!
He defeated the Cyberdemon and found the TRUE EVIL!
Then finally in hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
baron of hell. The baron of hell dies. The baron of hell dies. The
baron of hell dies. The baron of hell fires! The missile hits the baron of
hell. The baron of hell dies. The baron of hell dies. The baron of
hell fires! The missile hits the baron of hell. The baron of hell dies. The
missile hits the baron of hell. The baron of hell dies. You hear the
scream of a freed soul! The John Carmack hits you. The baron of hell fires!
You are hit! The baron of hell dies. The baron of hell dies. The baron
of hell fires! You are hit!
You fully unload the BFG 9000. The John Carmack hits you. The baron of hell
fires! The missile hits the John Carmack. The baron of hell fires! The
missile hits the John Carmack. The John Carmack hits you. The baron of hell
fires! You are hit! The baron of hell fires! You are hit! Your
Angelic Armor is damaged! The John Carmack dies. Congratulations! You
defeated John Carmack! Press <Enter> The baron of hell fires! You are
hit! The baron of hell fires! You are hit!
-- General ---------------------------------------------------
He's the first brave soul to have ventured into Hell...
--------------------------------------------------------------
After 4 month of no DoomRL, I wanted to play a nice little game to warm up again (and to get to know the beta) and it turned out like this ;D
PS: Mancubus 4tw!
11
Discussion / Pre-generated games & GotM
« on: March 24, 2007, 07:32 »
Ok, this topic is about two things.
First: pre-generated maps where the entire game is generated during the character generation, similar to the way AliensRL does it. And since AliensRL already does it I'm mostly talking about DoomRL and if it would be possible and useful.
The idea is, that you select a pre-generate option in the main menu and after you created your character (difficulty, name, first trait) the game generates all the levels, creates a save and exits. You can resume that save like any other (meaning it's deleted upon loading).
Why would we want this?
Simple: Game of the Month(GotM)
I remembered this yesterday. Civilization Fanatics' Center has been doing Civ 2,3,4 GotM for quite a while now (total of 192 games so far, not counting special challenges).
The idea is simple: Every month, the guy who organizes these games creates a new game. He selects the civ, the world setting, difficulty, etc. The starting save is then posted on the forums and everyone who wants to can download the save and play the game. The players then discuss their strategies, how their games turned out, what victories they went for, etc.
It's always quite interesting to see how much the results can differ between players, even though everyone started out with the same game.
Something similar might be interesting for DoomRL (and other RLs). Right now, when we discuss strategies or talk about our games in the mortem board, it's always game specific. Since each level is generated randomly there is always luck involved.
With pre-generated games we could play the same game and then discuss the choices we made, the strategies we used, etc.
But it would require a new game mode for DoomRl, and the mortems should probably contain the selected game mode.
Anyway. Long story short: Would anyone else be interested in such a mode and/or GotM?
And I'm not limiting this to DoomRl. AliensRL is also an obvious candidate. I dunno about Berserk! tho.
First: pre-generated maps where the entire game is generated during the character generation, similar to the way AliensRL does it. And since AliensRL already does it I'm mostly talking about DoomRL and if it would be possible and useful.
The idea is, that you select a pre-generate option in the main menu and after you created your character (difficulty, name, first trait) the game generates all the levels, creates a save and exits. You can resume that save like any other (meaning it's deleted upon loading).
Why would we want this?
Simple: Game of the Month(GotM)
I remembered this yesterday. Civilization Fanatics' Center has been doing Civ 2,3,4 GotM for quite a while now (total of 192 games so far, not counting special challenges).
The idea is simple: Every month, the guy who organizes these games creates a new game. He selects the civ, the world setting, difficulty, etc. The starting save is then posted on the forums and everyone who wants to can download the save and play the game. The players then discuss their strategies, how their games turned out, what victories they went for, etc.
It's always quite interesting to see how much the results can differ between players, even though everyone started out with the same game.
Something similar might be interesting for DoomRL (and other RLs). Right now, when we discuss strategies or talk about our games in the mortem board, it's always game specific. Since each level is generated randomly there is always luck involved.
With pre-generated games we could play the same game and then discuss the choices we made, the strategies we used, etc.
But it would require a new game mode for DoomRl, and the mortems should probably contain the selected game mode.
Anyway. Long story short: Would anyone else be interested in such a mode and/or GotM?
And I'm not limiting this to DoomRl. AliensRL is also an obvious candidate. I dunno about Berserk! tho.
12
AliensRL / Bugs, Chages & New Features
« on: March 21, 2007, 13:31 »
There are two typos in the outro. The two "it's" in the last sentence should be "its". (my bad)
The out-of-view tiles in the medical tower are normal '#'. I dunno if this is intended but the bloody walls change to : when out-of-view. That's sorta confusing and inconstant.
The floors that mark the transition between two towers should be of the same color as the tower they are leading to. Currently, the transition tiles in the medical tower are of the same color as the regular tiles.
The MP5 needs some love. I'm unsure about what to do. Quickest fix would be to buff the clip size to 30. Right now, it's only good for 3 attacks, while the shotty can attack 5 times.
Another possibility would be to reduce the bursts to 3 rounds and make it a 15 or 30 round clip. But I'm not really sure what would be best.
The pulse rifle stands out quite a bit. 60 round clip means 12 attacks between reloads. In addition its ammo is H, which is a sharp contrast two the other L weapons you have for the primary slot. Maybe make it 50 round clip and M, but that would be a double nerf :/
Then again, it would make the heavy weapon slot all the more interesting. Not really sure tho.
IMO, the grenade info could be better. Currently it's like this:
+------- Civilian Tower, level 1 ----------------------------------------------\
| : : : | |
| : : : | DaEezT, Private Marine |
| : : : | |
| | : : | Health : #################### 99 / 99 |
|:::::-::::::::-:::::: | Ammo : ##########----------200 /400 |
| : : : | |
| : : : | |
| | : : | |
| : : : | Sidearm : M4A3 pistol (12/12) |
| : : : | Primary : MP5 submachine gun (18/18) |
|::::::::############# | Heavy : |
| ...........@# | Grenades: 3Frg/1 0Inc/2 1Krak/3 |
| ...........## | |
|::::::::###########:: | |
| : : : : | Medpacks: 6 |
| : : : : |---------------------------------------|
| : : : : | |
| : : : : | |
| : : : : | |
| : : : : | |
| : : : : | Nash is dead. Head to the top of the |
| : : : : | Main Tower to kill the alien queen. |
| : | : : | Good Luck. |
\------------------------------------------------------------------------------+
Imo, it would look better like this:
+------- Civilian Tower, level 1 ----------------------------------------------\
| : : : | |
| : : : | DaEezT, Private Marine |
| : : : | |
| | : : | Health : #################### 99 / 99 |
|:::::-::::::::-:::::: | Ammo : ##########----------200 /400 |
| : : : | |
| : : : | |
| | : : | |
| : : : | Sidearm : M4A3 pistol (12/12) |
| : : : | Primary : MP5 submachine gun (18/18) |
|::::::::############# | Heavy : |
| ...........@# | Grenades: 1.Frg(5) 2.Inc(5) 3.Krak(5) |
| ...........## | |
|::::::::###########:: | |
| : : : : | Medpacks: 6 |
| : : : : |---------------------------------------|
| : : : : | |
| : : : : | |
| : : : : | |
| : : : : | |
| : : : : | Nash is dead. Head to the top of the |
| : : : : | Main Tower to kill the alien queen. |
| : | : : | Good Luck. |
\------------------------------------------------------------------------------+
My reason is consistency with the other weapon entries. They all go:
Shortcut - Name - Ammo in brackets
I know I already posted this in the internal topics, but I still think the wording in the class selection screen is not perfect.
+----------------------- Character Class -----------------------\
| | |
| Marine | The backbone of the Colonial Marines. You |
| HW Specialist | are trained in the use of everything that |
| Scout | can hurt other living things and don't |
| Medic | mind doing just that. As a typical grunt, |
| Technician | you don't really think much, instead |
| | relying on your weapons to keep you alive. |
| | |
| | |
| |----------- Skill cost modification ----------|
| | |
| | Sidearms : +10% Medical : -10% |
| | Light weapons : +10% Fitness : -10% |
| | Heavy weapons : +10% Perception : -10% |
| | Technical : -10% |
| | |
\---------------------------------------------------------------+
"Skill cost modification" +10% = more expensive?
It isn't, I know, but it sorta bugs me none the less :p
The out-of-view tiles in the medical tower are normal '#'. I dunno if this is intended but the bloody walls change to : when out-of-view. That's sorta confusing and inconstant.
The floors that mark the transition between two towers should be of the same color as the tower they are leading to. Currently, the transition tiles in the medical tower are of the same color as the regular tiles.
The MP5 needs some love. I'm unsure about what to do. Quickest fix would be to buff the clip size to 30. Right now, it's only good for 3 attacks, while the shotty can attack 5 times.
Another possibility would be to reduce the bursts to 3 rounds and make it a 15 or 30 round clip. But I'm not really sure what would be best.
The pulse rifle stands out quite a bit. 60 round clip means 12 attacks between reloads. In addition its ammo is H, which is a sharp contrast two the other L weapons you have for the primary slot. Maybe make it 50 round clip and M, but that would be a double nerf :/
Then again, it would make the heavy weapon slot all the more interesting. Not really sure tho.
IMO, the grenade info could be better. Currently it's like this:
+------- Civilian Tower, level 1 ----------------------------------------------\
| : : : | |
| : : : | DaEezT, Private Marine |
| : : : | |
| | : : | Health : #################### 99 / 99 |
|:::::-::::::::-:::::: | Ammo : ##########----------200 /400 |
| : : : | |
| : : : | |
| | : : | |
| : : : | Sidearm : M4A3 pistol (12/12) |
| : : : | Primary : MP5 submachine gun (18/18) |
|::::::::############# | Heavy : |
| ...........@# | Grenades: 3Frg/1 0Inc/2 1Krak/3 |
| ...........## | |
|::::::::###########:: | |
| : : : : | Medpacks: 6 |
| : : : : |---------------------------------------|
| : : : : | |
| : : : : | |
| : : : : | |
| : : : : | |
| : : : : | Nash is dead. Head to the top of the |
| : : : : | Main Tower to kill the alien queen. |
| : | : : | Good Luck. |
\------------------------------------------------------------------------------+
Imo, it would look better like this:
+------- Civilian Tower, level 1 ----------------------------------------------\
| : : : | |
| : : : | DaEezT, Private Marine |
| : : : | |
| | : : | Health : #################### 99 / 99 |
|:::::-::::::::-:::::: | Ammo : ##########----------200 /400 |
| : : : | |
| : : : | |
| | : : | |
| : : : | Sidearm : M4A3 pistol (12/12) |
| : : : | Primary : MP5 submachine gun (18/18) |
|::::::::############# | Heavy : |
| ...........@# | Grenades: 1.Frg(5) 2.Inc(5) 3.Krak(5) |
| ...........## | |
|::::::::###########:: | |
| : : : : | Medpacks: 6 |
| : : : : |---------------------------------------|
| : : : : | |
| : : : : | |
| : : : : | |
| : : : : | |
| : : : : | Nash is dead. Head to the top of the |
| : : : : | Main Tower to kill the alien queen. |
| : | : : | Good Luck. |
\------------------------------------------------------------------------------+
My reason is consistency with the other weapon entries. They all go:
Shortcut - Name - Ammo in brackets
I know I already posted this in the internal topics, but I still think the wording in the class selection screen is not perfect.
+----------------------- Character Class -----------------------\
| | |
| Marine | The backbone of the Colonial Marines. You |
| HW Specialist | are trained in the use of everything that |
| Scout | can hurt other living things and don't |
| Medic | mind doing just that. As a typical grunt, |
| Technician | you don't really think much, instead |
| | relying on your weapons to keep you alive. |
| | |
| | |
| |----------- Skill cost modification ----------|
| | |
| | Sidearms : +10% Medical : -10% |
| | Light weapons : +10% Fitness : -10% |
| | Heavy weapons : +10% Perception : -10% |
| | Technical : -10% |
| | |
\---------------------------------------------------------------+
"Skill cost modification" +10% = more expensive?
It isn't, I know, but it sorta bugs me none the less :p
13
AliensRL / Gameplay & Mechanics
« on: March 20, 2007, 12:09 »
I'd like to give a quick introduction to the basic ideas behind AliensRL and how some things work.
Kornel already hinted at some of the features that might come in future versions:
The gameplay is supposed to be horror survival like, with an Aliens theme.
In addition, gameplay should be object driven. What does this mean?
It means, that you don't go around killing things for level ups, items, and gold. Instead, you are working towards an objective.
Think DeusEx or System Shock 2. Those games don't reward you for killing things, instead XP/CM come from exploration and finishing objectives. The same basic idea was applied to AliensRL.
Right now, you still get some XP for killing enemies, simply because there are no objectives or side quests. But the goal is to reduce those to a minimum and, eventually, completely remove them.
Another thing that all of you probably noticed is the inventory system, or the lack of it.
The idea is to make gameplay tactical and a bit realistic. You don't have an infinite inventory that let's you carry 4 red armors, 3 bfgs, a rocket launcher, etc.
You have your sidearm holster, the ability to carry another weapon slung across your shoulder and the option for a third (heavy), if you have the needed armor. That's it.
This leads to some tactical decisions throughout the game. Picking up a weapon you just found isn't always the best course of action. If you run out of ammo for your new toy you'll have to go and find a different one.
The inventory/weapon system also has two special features:
It takes little time to switch to your sidearm. So switching to it to finish off an enemy is always a valid option, if you want to save some ammo for your primary.
Tossing a grenade does not incur any weapon switching penalties and also takes little time. So feel free to toss them in between pulse rifle bursts.
Armor and ammo are categorized into Light/Medium/Heavy.
Juveniles are light, Workers are heavy, the rest is my secret ;D
The ammo categories can be seen in the character screen.
Using ammo against a stronger type of armor (e.g. shooting a pistol at a Worker) is not the best course of action.
One last morsel of info: There isn't enough ammo in the game to kill all the enemies!
So you gotta break your AdoM/Nethack/Diablo habits and stop clearing every room on every floor in every tower ;D
Kornel already hinted at some of the features that might come in future versions:
Quote
-- more interesting tower structure
-- many tower features, like terminals and special rooms
-- security and military tower with rogue security bots
-- taking over cameras and security bots
-- hacking the terminals to manage energy flow or locking corridors
-- corridors between towers
-- a general Master AI (Queen) that fights the player
-- several objectives and many ways to finish the game
-- tower structure requiring tactical planning
-- a more sinister and scary mood
The gameplay is supposed to be horror survival like, with an Aliens theme.
In addition, gameplay should be object driven. What does this mean?
It means, that you don't go around killing things for level ups, items, and gold. Instead, you are working towards an objective.
Think DeusEx or System Shock 2. Those games don't reward you for killing things, instead XP/CM come from exploration and finishing objectives. The same basic idea was applied to AliensRL.
Right now, you still get some XP for killing enemies, simply because there are no objectives or side quests. But the goal is to reduce those to a minimum and, eventually, completely remove them.
Another thing that all of you probably noticed is the inventory system, or the lack of it.
The idea is to make gameplay tactical and a bit realistic. You don't have an infinite inventory that let's you carry 4 red armors, 3 bfgs, a rocket launcher, etc.
You have your sidearm holster, the ability to carry another weapon slung across your shoulder and the option for a third (heavy), if you have the needed armor. That's it.
This leads to some tactical decisions throughout the game. Picking up a weapon you just found isn't always the best course of action. If you run out of ammo for your new toy you'll have to go and find a different one.
The inventory/weapon system also has two special features:
It takes little time to switch to your sidearm. So switching to it to finish off an enemy is always a valid option, if you want to save some ammo for your primary.
Tossing a grenade does not incur any weapon switching penalties and also takes little time. So feel free to toss them in between pulse rifle bursts.
Armor and ammo are categorized into Light/Medium/Heavy.
Juveniles are light, Workers are heavy, the rest is my secret ;D
The ammo categories can be seen in the character screen.
Using ammo against a stronger type of armor (e.g. shooting a pistol at a Worker) is not the best course of action.
One last morsel of info: There isn't enough ammo in the game to kill all the enemies!
So you gotta break your AdoM/Nethack/Diablo habits and stop clearing every room on every floor in every tower ;D
14
AliensRL / Mortem time!
« on: March 20, 2007, 00:32 »-- AliensRL (DAY 7+) Post Mortem -------------------------------------
Name : DaEezT
Class : Marine
Rank : Seasoned
Result : Deceased
Died on : Storage Tower, level 6
Total Experience : 4275
Experience left : 1035
Game length : 41803 truns
Armor : Flak armor [2]
Sidearm : .44 colt (6/6)
Primary : 12g. combat shotgun (4/5)
Medpacks: 0
-- Graveyard ---------------------------------------------------------
..#.....#.#+.....#.....
..#.....#.#......#..+..
..#|....#.#......#.....
..#..A..#A#...|..#....|
..#.....#.#......#...*.
..#/....#.#A.....#.....
A.#A..A.#.#############
..#.....#..............
..#.....#.#############
..#.....#.#...........|
..#...A.#.#..../...+...
..#.....#.#.......|....
..#.....#.#............
..#.....#.#############
..#....+#.#........A...
..#....+#.#.........|..
..#.]...#.#....+.......
..#.....#.#............
..#######.#############
.......................
.......................
..############.########
..#....#.....#.#......#
..#+...#+....#.#......#
..#....#.....#.#..A...#
..#|.+.#.....#.#......#
..#....#...].#%#......|
..#....|.....#.#......#
..#....#.....#.########
..#....#.....#.#.......
@@A#/...#.....#.#.......
..#....#.....#.#.......
..#....#.....#.#.......
..#+...#.....#.########
..#....#..*|.#.#......#
..#-##########.#......#
........A......#A.....#
..#-##########.#A.....|
-- Skills ------------------------------------------------------------
Sidearms : advanced
Light weapons : basic
Heavy weapons : untrained
Technical : untrained
Medical : untrained
Fitness : untrained
Perception : untrained
-- Ammunition --------------------------------------------------------
9mm ammo : 400/400
.44 ammo : 120/150
M309 ammo : 160/500
M250 ammo : 50/500
60mm gren. : 0/40
12g. shells : 139/200
frag grenade : 4/5
inc grenade : 0/5
krak grenade : 0/5
-- Kills (165) -------------------------------------------------------
88 juveniles
3 workers
32 warriors
39 hunters
3 elites
-- Messages ----------------------------------------------------------
The hunter shreds you! The hunter
shreds you!
The hunter dies. The hunter shreds
you! The hunter shreds you!
The hunter dies. The hunter dies.
You reload your weapon.
The hunter shreds you!
The hunter shreds you! The hunter
shreds you! You die. Press
<Enter>...
hum, the formatting of the AliensRL mortems isn't quite perfect yet ;DAnyway.
My game crashed yesterday on level 6, taking my Scout down with it. So I did a quick run before I have to leave for work, just so I can post a mortem, since nobody else seems to want to :p
I had much less luck than on my last run. No Krak grenades and very little M309 ammo (my Scout was full by this time).
15
Bug Reports / Major rank requirements don't show up correctly
« on: December 16, 2006, 14:41 »
One of the requirements for Major is "win the game on at least Hurt Me Plenty". I won one hame on HMP prior to becoming captain and one after I became captain (both wins show up in the stats) but it's still not greyed out in the requirements list.
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